Gargantuan unknown, Chaotic Evil
Armor Class 20 Natural Armor
Hit Points 500000 (19d20)
Speed 0 ft.
STR
30 (+10)
DEX
30 (+10)
CON
30 (+10)
INT
30 (+10)
WIS
30 (+10)
CHA
1 (-5)
Damage Vulnerabilities Cold
Damage Immunities Fire
Senses Unknown, Passive Perception 44
Languages All
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

organs have no spells, outside section has the same spells as the previous phase until you kill the organs, after the organs are dead, he has new spells, most of these spells are not from the original game, nor did i come up with them, instead, they are from other homebrews, consider this as me crediting their work, however, the level 9.5 ,10 and 11 spells are my own(level 9.5 spells are for gods, level 10 spells are for Vjangesh, and level 11 spells are for the phase's of Vjangesh that are large in size or are the final phase of Vjangesh):

Cantrips: Abeloth's Mist(from Shavarathspawn), Absorb Dead(from DexEze), Anarmid's Withering Hoard(from SpacePiggy13542)

Level 1 Spells: Aberant Voodoo(from jbmred), A'ancent Quiver Of 10-Flaming Arrows(from Tbonw), Asimar Nercotic Shroud(from ksevier)

Level 2 spells: Absorb Arcana(from planethands), Abyssal Immolation(by TheAmazingJesus), Acid Bomb(from Glaaxxy_Foxx)

Level 3 spells: "Inferno" The Flaming Katata(from 360GamingiZaTion), Abomination Gut(Gannoh),  Absorb Sunlight(from MormNacdonald

Level 4 spells: 1000 Hands(from Edorta9),  Absolute Madness!(from Jerrosmith8), Abyssal Storm(from thetiltedcrown)

Level 5 spells: Absolute Mimcry(from DalinSmith), Abyssal Flame Orb(from TheHumanJester), Acid Wall(from JSheperd1)

Level 6 spells: Aalyn's Frozen Tomb(from ArkonVadurus), Adamantine Barrier(from Sixx_Sins), Agron's Bestowal of Vampirism(original by JesseLeeAstareal, but i changed it too fit the fight better, the boss turns one of the player characters into a vampire, making them fight for him for one turn), Ally from Another World(from ruse10001

Level 7 spells: Advanced Telekinesis(from BlazingAnubus23), Alaric's Mantle of Shade(from CaptainAmericaGG), Animate Dark Giant Skeleton(from Kenthebeastmaster)

Level 8 spells: Aberan's Chaotic Rift(from A_boi), Abyssal Empowerment(from almcc2)

Level 9 spells: Wish(from original game) ,Aarau's destroy universe(from KrazyKarl)

Level 9.5:

Level 10 spells: Arogans' destroy multiverse(deletes every single campaign the characters have done in the dm's story, making them have to start the whole series again)

Level 11 spells: VJANGEHS'S DESTROY TIME AND SPACE: (same as previous, except instead of just them starting over, THEY ARE LOCKED OUT FROM TRYING AGAIN)

Challenge Override - Vjangesh is actually challenge rating 100, meaning he gives 10 million experience apon death, he only gives this experience after you kill all of his different phases(search "Vjangesh" on the homebrew thing for the other phases, note that some phases may not be posted at the time your reading this)

Actions

This battle starts with the boss in the background, too far too be hit by anything, and even if it could, it is currently too strong to be damaged, you would have too first destroy the organs, note that the 500000 hp is just how much health the outside section has once your actually able to damage it, it is NOT the total hp ,here are its attacks before you can start attacking it:

Ultra Death Blade: It may not able too hold a sword, but it can summon the sword at shoot it at you, the sword is as a hill giant, although, that is nowhere close too Vjangesh size in this phase, let me give you an example, imagine that there are 3 more higher tiers then gargantuan, those would be: massive, ultra, and TITAN, vjangesh in this phase is titan size, being 3 times the size of the biggest thing in normal dnd , back too the sword, as it dashes to the battle field, lighting follows it, including a bit of lighting getting in the battle field, it then can hit somebody with its actual blade, witch deals 400 damage

Lighting breath: The mouth starts having electric charge around it, then, the lighting goes it into the mouth, and lastly, it shoots the lighting out of it, dealing 250 damage, but having a very large range, not only is it big, but for every turn during the 5 turns it is around, it shoots more lighting out of it, this smaller lightning deals only 30 damage, but it shoots alot of it out, so it might be hard too dodge

ERUPTION: right before your about to be able to go inside him too actually deal damage, him, being the volcano with legs shaped entity he is, he is able to erupt, raining flaming balls of fire from the sky, each fire ball deals 250 damage, and sets you on fire, dealing even more damage afterwards, it also lasts until you kill a bloody core in the middle of the battlefield, it only has 1000, witch is low too what you've seen up too this point, so that is a VERY good thing

After defeating the bloody core, you are sent inside the beast, inside is sort of like a dungeon, enemies, traps, and, the sub-sub-phases, that's right, inside the sub-phase aka inside the beast section, there are MORE SUB-PHASES!, if you haven't already, you should just give up, you can not win if you are just an average dnd player, if you are still sure you can beat it, good luck too you all, here are the enemies first

Fleshling - 

800 hp

20 walk speed

Bite: 35 damage

Flesh Bat - 

400 hp

40 fly speed

Bite: 35 damage

TapeWorm - 

850 hp

30 walk speed

Bite: 20 damage + Infected debuff (slowly take damage and half of the turns the turns that the infected character uses are controlled by the dm(lasts for 10 turn)

Flesh Pore - 

1750 hp

0 speed

Pink version summons Fleshlings, Black summons TapeWorms

Projectile Spit - 10 damage

Peering Parasite - 

900 hp

50 fly speed

Eye ball burst: Shoots a burst of 15 eyes, these eyes deal 5 damage per eye, and turn into beholders after hitting anything

Blood Parasite - 

Bursts out of you after a session of infected character ends

500 hp

15 walk speed

Bloody Spit Ball: Shoots 3 Bloody Spit Balls, 30 damage per projectile, 90 total, though unlikely for all too hit unless you are big

We continue with the Swallower Of Gods, with 100000 hp, he has the following actions prepared:

Bone trap: using the energy of the bones of those who died here before you, it summons a bunch of bones around one player, so they can't move around any more, melee attacks are unable to work, but you can use projectiles due to being able too shoot through the bones, though, unless the projectile is from magic, you have disadvantage since you have too aim above the bones so you could accidentally hit your self with your arrow, meanwhile, with magic, it can just summon the projectile outside the bones, this action will be shared by literally every single other organ, so now that you know that, i wont have too say it for every single organ anymore

Tarrasque Spirit: The boss becomes the shape of a Tarrasque and the looks of a ghost, it chares at a target, eating them, then turning back too normal shape, unless you are a Tarrasque, you will not be expecting a Tarrasque to be here, so you will be stunned

Demonic Flames: Shoots a massive fire ball that burns things it hits for 15 turns, the fire ball its self deals 350 damage

God Swallow(strongest attack of phase 2): Whatever is right in front of it will be eaten, if they fail to make a DC 15 Athletics check, they are instantly killed, this even effects Tarraque's because of how big the beast itsself is so the organs inside of it are big as well, b i g g e r t h e n a T a r r a q u e(phase 2 and up only because the teeth aren't sharp enough in phase 1)

Super laser(strongest attack of phase 3): A glowing orb in the Swallower Of Gods starts glowing even more then normal, 2 turns later, its fully charged, and then, he can shoot the laser as a legendary action, if they fail to deal enough damage to weaken the attack before he shoots it, its an instant kill attack, success makes it deal less damage, specifically ,dealing 500 damage (phase 3 only, cant use during phase 1 or 2 because the glowing orb inside of it isn't glowing enough yet)

Wall bounce(unique attack): It will always use this ability because its the only way it can move, it doesn't use up an action when it first uses it, but it does if it decides to use the ability a second time when it actually gets a choice too choose whether too use it or not, in this attack, it moves around with a 40 movement feet, forever, if it cannot reach a wall with the path it decides too take, it wouldn't be able too move since the way it moves is by bouncing off walls, if he touches someone during this movement, he damages whoever he touches by 50 and bounces off of them, also resetting its movement speed, however, it can only do that once, then it has too touch a wall or the attack must be redone

Projectile Volley(unique attack): shoots a group of blood shots, these deal 100 damage

Spike rise(unique attack): Homing spikes rise from the floor, chasing whoever is targeted by the attack for 3 turns, if they can reach their target, they deal 35 damage, although their are 5 spikes, 35 times 5 is 175, but it is unlikely you will be hit by all 5

Large Bone(strongest attack of phase 1)(unique attack): dont mistake this as a stronger version of the bone trap spell! this is a projectile that deals 150 damage, it is very much related too the bone trap, being that the boss is more likely too use it on characters who are trapped in the bone trap spell

At 70% he goes into phase 2, not only will he go at a higher speed and increases the damage of contact damage up too 80, it rains acid from the ceiling in this phase, dealing 50 damage ,it also gains new attacks:

Blood rain(unique attack): Bloods falls from itself, dealing 20 damage to those it hits, in this phase, it automatically uses this attack if it hits somebody by ramming into them, but it can also summon a clone of its self to do the attack somewhere else in the arena

Ultra Projectile Volley(replacement attack(replaces Projectile volley)): Projectile Volley except more damage (20 more damage specifically)

Plus Shaped Large Bone(replacement attack(replaces Large bone)): Taking 2 bones and shaping them into a plus shape and shooting them at someone, dealing 300 damage too the target, and 150 damage to those who were just accidentally hit by it

At 40% hp, this sub-sub-phase enters its final phase, it doesn't gain many attacks and this is taking very long so lets get this phase over with fast

True Projectile Volley(replacement attack(replaces Ultra projectile volley)): same as Ultra Projectile Volley except it deals 30 more damage then Ultra 

Red Blob Burst(unique attack): Shoots out 8 red blobs out of its self, the blobs deal 80 damage, however, these explode into more projectiles, these new projectiles deal 60 damage

ok, now we can FINALLY move on too the next challenger

The Breathers Of Destruction are a stationary boss, aka, it is made up of 2 entities ,the boss has 135000 hp, the boss does not move at all, it has the following actions:

Multi-attack(unique attack): uses 5 Fleshling summon actions, can replace 2 Fleshling summons with 1 Flesh pore summon

Fleshling summon(unique attack): summons 3 Fleshlings

Flesh pore summon(unique attack): summons 1 Flesh pore

Red Shot Wave(unique attack): Shoots a spread of 5 red projectiles, each doing 30 damage

Targeting strike(strongest attack of phase 1(unique attack)) : Puts targets around the battlefield, after 1 turn, tendrils launch up from the targeted areas, the tendrils deal 300 damage

At 50% hp, he enters phase 2

Multi-attack except stronger: he uses 7 fleshling summons, he can replace 1 fleshling summon with 1 flesh bat summon, he can replace 2 fleshlings or 2 flesh bats with a flesh pore summon

Blood rain(unique attack): Just like the previous boss, it starts raining blood from itself in the phase, damaging those under it, but this time, its 30 instead of 20, its also actually shot out rather then simply under it

Ultra Shot Wave(replacement attack(replaces Red Shot Wave)): The same as the Red shot wave except 20 more damage, for a total of 50

 Flesh bat summon(unique attack): summons 5 flesh bats

True Targeting Strike(replacement attack(replaces targeting attack(strongest attack of phase 2))): The Targeting strike attack except instead of taking a full turn too attack, it takes half a turn

If you can reduce this man all the way down too 20%, the sub-sub-phase will go its final phase, specifically, phase 3, not much is added in this phase, so lets get it over with so we can meet the n e x t c h a l l e n g e r

Flesh bats now summon from the wall on their own, with out the boss needing too summon them

Smoke Shot(strongest attack): Fills the room with smoke, making it so they cannot see anything, if the party fails a DC 24 Wisdom Saving throw, clones of the player characters sneak up behind the characters(if they are a monster, it uses that monster, so, say, a tarrsque, that would make a tarrsque be forced too fight another tarrsque before the fight can continue), and then you must now fight a clone of yourself , if you beat the saving throw, you dodge the attack the clone of you uses, and the clone vanishes without any trace of ever being existing other then the copy of your items and armor dropped on the ground where the copy of you was.

Our next challenger is the Pumper Of Chaos, with 200000 hp, its gonna take a while too kill this boss, but not that many attacks, lets get this one done quick

Tendril movement(unique attack): the boss will move around with tendrils, so this boss is limited in its movement just like the first organ, but unlike that organ, this boss has less of a limitation, you see, this organ has 5 tendrils attached too it, they each can move in whatever direction they want, pulling the boss with them wherever they move, they have 10 speed, for a total of 50, but each tendril can move in different directions, in fact, 1 tendril can NEVER choose to make the boss go in the same direction as the previous tendril

Flesh bat ultra(unique attack(strongest attack of phase 1)): Summons a flesh bat that explodes into x shape if it hits you, this explosion deals 350 damage, the attack from the flesh bat itself still deals the same amount of damage, for a total of 385 damage.

And, that's all of phase 1, no, seriously, at 75% it, he goes into phase 2,

Ultra tendril movement(replacement attack(replaces tendril movement)): the tendrils can now move 20 feet

Peering Parasite summon(unique attack): Read the title of the attack, that says what it does

Blood rain(unique attack): the same as the other phases that have this attack

Projectile Flood(unique attack(strongest attack of phase 2)): Shoots out a large amount of homing projectiles, they last for 3 turns, the each projectile goes at a different party member, the players must make a DC Athletics check for every turn that the projectile tries to hit that character, with a number of 15, unless you want too take 150 damage

Ok, this one was quick, wont be quick for the players, because it has a lot of hp, FINAL PHASE TIME(of this organ(also it starts at 25% hp of the organ))

True Tendril movement(replacement attack(replaces Ultra Tendril movement)): The same as ultra except its moves 30 feet per tendril instead of 20 feet, also there are now 8 mouths coming out from each tendril, these mouths, if they touch somebody, will damage them for 100 damage

Laser Beam: Shoots out a circle of small lasers, these lasers deal 50 damage, but are hard too dodge.

Bullet Hell(strongest attack): When the boss is reduced down too 5% hp, it starts using all of its attacks at once in one turn, repeating the spam of attacks every single turn

ok, it seems we are done with this one, can we get too an ACTUALLY HARD ORGAN NOW?, oh hey a hard organ cool

The Siren Of Pain has a lot of total hp, but you only need too destroy one section for it to die, the 2 sections are: The Siren, and the master of the operation of "giant wall mouth", The Vocal, you must run away from the massive wall that is The Siren, else be eaten by it and The Vocal, Siren man has 300000 hp, Vocal has 200000, beat the vocal and you win, also this phase only has 1 phase so i don't need to add the "(unique attack)" for all the attacks now that i've gotten that out of the way

Floor Pull: The floor will always move the characters to the wall, so that they will be eaten, if they are eaten, whether being pulled in, or by being ignorant to the fact that you should stay away and walked too close, you will be dealt half of your hp, be shot out, and then stunned for 10 turns, if they are slain by this attack, both the big mouth and the small mouth will be healed by how much hp the slain character had as their maximum

S U C K: The Vocal Sucks you up,  bringing you 10 squares closer too the boss, while also shooting projectiles from the wall that isn't a mouth, these projectiles deal 50 damage

Blood Shot: The Siren Shoots 5 blood projectiles, these work the same as they do in the "projectile volley" attack from the first Swallower Of Gods, specifically, the version that the damage uses is the strongest version

Mini Wall: The Vocal summons walls on the ground, these walls push you into the mouth so that you may be swallowed

Missile Volley: The Siren shoots out missiles from its self, these missiles bounce off the wall that isn't a mouth, it bounces until the direction it bounces in is in the line of a character, each bounce is one turn for the missile, if it does get into the line of a player, that player must roll a DC 25 saving throw of athletics in order too dodge the missile, then, if they didn't dodge it, they will take 50 damage from the missile, and 300 damage from the explosion, you can do the math

Mega Laser: The Vocal shoots a sweeping laser beam, the characters must dodge this laser, it deals a maximum of 600 damage, depending on how long they are in the laser, it lasts 3 turns, and each turn you are in it, you take 200 damage

Sound Waves: The Siren shoots out several sound waves, these sound waves deal low damage, specifically, 5 damage, but they stun those hit because it is so god damn          L O U D

Acid Rain: The Vocal makes acid drip from the ceiling, this acid deals 100 damage, and makes you start burning for 3 turns, slowly damaging you by 50 each turn

Normal Laser Burst: Shoots 3 normal sized lasers that each deal half the damage of the minimum the mage laser can, it is BASICALLY IMPOSSIBLE for you to get hit by all of them

If you kill the big section first, the smaller section starts flying around, making him start attacking you on his own, and harder too hit, also gains 1 new attack, the charge attack

Charge Attack: Charges at the player, stunning them for 1 turn, dealing 50 damage as well

We have finally finished the giant mouth wall, let us destroy this final organ!

The "Destroyer Of Sanity" has 400000 hp, 100000 less then the core of what's coming up next after the final organ(aka this organ)

Chaotic Podium Summon(unique attack): At the start of the fight, the Destroyer Of Sanity summons 8 Chaotic Podium's, and sometimes he will summon 1 additional Chaotic Podium on his turn ,these have 10000 hp, and, unless you kill them, the boss is immortal, the Chaotic Podium's also shoot small lasers at you, these deal 80 damage, small, but only because they aren't intended to be the main damage source, the boss is the main damage source, when phase 2 starts, he summons 6 Chaotic Podiums

Peering Parasite Summon(unique attack): Does what the title says, the only reason i didn't say that for the previous summon ability is because it was a new enemy

Darkness Encantation(unique attack): The boss creates hoops of dark energy, these hoops will then spiral around the room, the hoops deal 50 damage, as well as blind those hit for 5 turns

Growing Laser Burst(unique attack): The boss shoots 5 lasers, these lasers deal 20 damage, after 1 turn, it grows in size, able to deal 40 damage, another turn, goes too 60 damage ,you get the point, the maximum is 100 damage

Spike Rain(unique attack): Rains spiked projectiles from the top of the arena, these spiked projectiles explode when hitting the ground, they deal 50 damage as projectiles, 100 damage as an explosion, and when the projectiles explode, the spikes fly outward, they deal 30 damage each

Cutting Edge(unique attack(strongest attack of phase 1)): White lines streaks appear in the arena,1 turn later, if anyone is in the lines, they will be cut through, dealing 500 damage, if they are a small creature, they are completely cut in half and its an instant kill, back too where it doesn't instantly kill you, it makes you start bleeding, you bleed for 10 turns, making you take 1 damage per second, 6 damage per turn, 60 damage total

Death From Above(unique attack): The boss moves in a chosen direction, raining exploding projectiles, these are the same as spiked projectiles, except without the spikes, when the boss reaches its designated position, it shoots dark lasers at anybody hit 

Dark Energy Balls(unique attack): The boss summons 3 dark balls of energy, splitting them each into 4 more smaller balls of energy, those smaller balls of energy are then shot at players, if they hit anything, they explode into pillars of darkness, the balls of darkness summoning in the first place blinds those to close to the main boss for half a turn, the small balls of darkness deal 15 damage, the pillars of darkness deal 450 damage, a total of 465 damage

At 50% hp, the boss goes into its second phase, not really that many new damaging attacks, but it can distort your character greatly, also whenever you hit him lasers come from him, i wouldn't count this as a attack because its not on their turn or during a legendary/mythic action, but either way, it deals 100 damage

Gravity Shift(unique attack): turns a characters gravity sideways, making them walk on the walls, the boss can still hit them from on the wall

Flight Removal(unique attack): Disables any flight that a character has enabled at the time of the attack, if it was a spell that granted them flight, the boss will cast dis-spell magic on them, if they had it naturally, flight will be removed from their stats for one turn

Darkness Slam(replacement attack(replaces growing laser barrage)): The boss slams its body onto the ground, dealing 300 damage if you are slammed, it creates 2 dark lasers around it that spin in a circle around it, these lasers work similar too the "growing laser barrage"

so, you and me, we have beaten the organs, lets start the finale of phase 2 of his "full power" 

He is finally able too be damaged, BUT HE'S STILL TOO FAR AWAY ='(, luckily, from that final organ, we have obtained the K E Y, it takes ten turns in order to charge it up, so just keep dodging those attacks team!:

Attack pattern: during the last 10 turns before the real fight begins, he goes through a list of set attacks, the order is as follows 

Turn 1 - Laser Barrage: A giant mouth appears on the beast, and 15 lasers shoot out of it, those lasers hit the arena, dealing 500 damage to characters they hit, and, if they dont hit somebody (witch at least 3 aren't going to hit), then they turn into portals, this will be relevant next turn

Turn 2 - Portal Usage: The boss increases the power of the portals, making the characters get sucked into the portals, whatever happens in those portals, is reduced to only be one turn in the original world, what they see there is based off their worst fear they have ever had in their life(even if they are over that fear at the time of the fight), if they are a higher level then what they fear(ed), their hp, weapons, and power overall is reduced back to when they were the level where the fear was a decent challenge for them, they will only be let free if they defeat the fear, they are brought back to the battlefield, if what they are afraid of isn't a living creature, they will have to fight a creature that is either related to that fear, or, if it is a fear of something like a effect such as poison or fire, it will be a creature that can apply those effects

Turn 3 - Ultra Death Blade - Same as the last time he had it

Turn 4 - Lightning Breath - Also the same

Turn 5 - Lightning Breath Duo - The same as lightning breath except there are 2 things of lightning

Turn 6 - ERUPTION: same as the previous version of eruption but the party is brought through a portal before hand so it is only 1 turn in the actual game but several during this section of the attack

Turn 7 - Ultra Death Blade - Yes ,he this attack a second time

Turn 8 - Spellcasting - Its what you expect

Turn 9 - Portal Usage: Yet again, he repeats an attack

Turn 10 - ULTRA ERUPTION: Once the players beat their fear again, instead of being let free, the boss makes them have to survive an onslaught of eruption one more time before they can move on to the next section

As the K E Y finishes the process, a bridge gets made, and with the new bridge the players can use, they must run across it to get to the boss location, as they are running the bridge, there will traps that must be dodged, or else you will die, those traps are decided by the dm

Once the players cross the bridge, the real fun begins =), you must attack both of his legs, his mouth, two glowing eyes that have been closed for this entire thing so you couldn't see them until now, and finally, you must defeat the core, each body part except for the core has 300000 hp, the core has the hp the states say he has(aka 500000), a total of 2000000 hp(not counting the organs), it also keeps the attacks from the previous time you fought the outside of him, here are the attacks:

Attack from previous version of outside phase that are present in the leg mini-section of the final section:

Ultra Death Blade

Leg attacks:

Stomp: The boss stomps one of its feet, creating a shockwave, this shockwave deals 15 damage, and stuns people for 5 turns, only use in desperate situations

Flame burst: The legs grow flamethrowers, these flamethrowers will then proceed too try to burn anyone close to the legs, this deals 250 damage, burning them for 5 turns(dealing 50 damage per turn, total of 500 damage), both legs do the attack, so its a little hard to dodge

Rising Spikes: One of the legs will grow spikes on it, anyone close to that leg will have a spike rise under them, dealing 150 damage, and making them start bleeding, dealing 10 damage per turn, also if your are a boy character...., P A I N ,you take 500 damage instead of 150, you are also stunned for 10 turns because of the pain of being stabbed in the penis by a very sharp stone

Next is the mouth mini-section:

Attack that return during mouth mini-section:

Lightning Breath

Unique Mouth attacks: 

First of all, they have the attacks from the Swallower Of Gods(yes, including the way of movement, doesn't make since, but this isn't an ordinary being, so why should it be an ordinary mouth, although it can only move around the bosses face, not off of it, that is, until it gets to the hp of when the original Swallower Of Gods would go into phase 3, when that happens, the movement debuff gets removed and it starts chasing you), but that's not all, enemies will spawn in the  ,it has the following other attacks:

Corpse control: If the players have killed at least one enemy, the mouth can turn the bodies into projectiles, these projectiles deal 100 damage

Teleport creature: The mouth teleports 3 - 5 enemies from inside the main boss to the battlefield

Invisibilty: The mouth goes invisble, giving those who try to attack it have disadvantage, lasting 5 turns

Blood Projectile: Shoots projectiles of blood, damaging those who are hit by 150, they then explode, dealing 200 damage

Once the mouth is brought down to 5% hp, the eyes open up, the lightning breath is still here, but only until the mouth dies, the eyes work like how the head eyes worked in the previous phase, so its on to the C O R E

Attacks that return during core section:

ERUPTION

Once the eyes have been defeated, they start glowing, as the core reveals its self, the eyes burst out and gain new attacks, the mouth respawns, and the feet start trying to attack you again, everything except for the core is immortal, the core has the following attacks:

Multiattack: Corevill The Clockwork Creator makes four slam attacks or 1 summoning and 3 attacks 

Slam: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (3d6+2) bludgeoning damage.

Summoning: Vjangesh's Core can summon 2 clockwork soldiers (on 1-3) or 1 clockwork goliath (on 4-6) if he has no ally currently summoned .

Invulnerable Bubble . if reduced to 0 HP Vjangesh's Core will instead be at half full health and surrounded by a 5ft radius bubble that prevents all damage and spells from effecting Vjangesh's Core until the end of Vjangesh's Core next turn. this effect can only occur once per day. 

Now, remember how the eyes gain new attacks, lets go onto to them

Blood Shot: One of the eyes shoots blood out of itself, this blood deals 50 damage, the blood bursts into 3 mini blood shots when they hit something, the mini projectiles deal 10 damage, total of 80(10 x 3 = 30, 30 + 50 = 80)

Hate Beam: Shoots a beam out of itself, turning anybody it hits on to Vjangesh's side for 5 turns

Ok, so that's all! if you are a fan of project Vjangesh, the final phase is on its way!

Bonus Actions

What is a bonus action(note that the person who actually owns this account is my dad, i'm the one who makes things on it, my dad might know what it is but i'm too tired too ask him and i dont want to update this after i already completed it because i dont want to add another 2 weeks too this because project Vjangesh has taken 2 years by now and will probably take a total of at least 3 and a half years without updating prior phases)

Legendary Actions

Outside section before being able too damage the boss has only 3 legendary action points

Organs have 5 legendary actions

Final sub-phase has 7 legendary actions

Mythic Actions

Outside section before being able too damage the boss has only 1 mythic action points

Organs have 3 mythic actions

Final sub-phase has 5 mythic actions

Description

The main body is a volcano with legs and a mouth, fleshlings are circles with a mouth and legs , Flesh bats are the same but wings instead of legs and its a smaller circle, Flesh pores are bumbs in the ground that have mouths on the top of them, peering parasites are an eye contained inside a ring, blood parasite is like a silverfish but dnd and red, Bloody Apparition is a humonoid but no legs, just ghost shaped bottom area, also red,  ,swallower of gods is a flying mouth with a orb inside of it, Breathers Of Destruction are lungs with eyes and teeth, the Pumper Of Chaos is a heart, it has eyes on the heart though, this is not the real heart, this is just the thing made too protect it, the Siren Of Pain is a massive wall like mouth, with another smaller mouth inside of it, the bigger, wall mouth is red and has no clear expression, other then maybe hatred, the mouth inside of it is half the size of the player, but can still eat them, just no "swallowing them whole" business like the wall mouth is able too, the Destroyer Of Sanity is a giant purple brain

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Previous Versions

Name Date Modified Views Adds Version Actions
3/19/2022 9:00:41 PM
7
1
5
Coming Soon
MysticJames

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