Chromatic Awakening (Recharges after a Short or Long Rest). If the worldeater would be reduced to 0 hit points, its current hit point total instead resets to 327 hit points, it recharges its Breath Weapon and World Distortion, and it regains any expended uses of Legendary Resistance. Additionally, the worldeater can now use the options in the “Mythic Actions” section for 1 hour. Award a party an additional 105,000 XP (210,000 XP total) for defeating the worldeater after its Chromatic Awakening activates.
Legendary Resistance (4/Day). If the worldeater fails a saving throw, it can choose to succeed instead.
Unusual Nature. The worldeater doesn’t require food or drink, or breathing.
Multiattack. The worldeater makes one Bite attack and two Claw attacks.
Bite. Melee Weapon Attack: +18 to hit, reach 15 ft., one target. Hit: 21 (2d10 + 10) piercing damage plus 13 (2d12) force damage.
Claw. Melee Weapon Attack: +18 to hit, reach 10 ft., one target. Hit: 19 (2d8 + 10) slashing damage. If the target is a Huge or smaller creature, it is grappled (escape DC 20) and is restrained until this grapple ends. The greatwyrm can have only one creature grappled this way at a time.
Tail. Melee Weapon Attack: +18 to hit, reach 20 ft., one target. Hit: 19 (2d8 + 10) bludgeoning damage. If the target is a creature, it must succeed on a DC 26 Strength saving throw or be knocked prone.
Breath Weapon (Recharge 5–6). The worldeater exhales a blast of energy in a 300-foot cone. Each creature in that area must make a DC 26 Dexterity saving throw. On a failed save, the creature takes 78 (12d12) acid or fire damage. On a successful save, the creature takes half as much damage.
World Distortion (Recharge 6). The worldeater distorts reality in an area to fit his God's vision. Each creature in a 100 foot radius must make a DC 27 Wisdom saving throw. On a failed save, the creature takes (10d12) psychic damage and the terrain becomes difficult terrain for that creature. On a successful save, the creature takes no damage and the spell completely fails.
The worldeater can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The worldeater regains spent legendary actions at the start of its turn.
Attack. The worldeater makes one Claw or Tail attack.
Wing Attack (Costs 2 Actions). The worldeater beats its wings. Each creature within 30 feet of it must succeed on a DC 26 Dexterity saving throw or take 17 (2d6 + 10) bludgeoning damage and be knocked prone. The worldeater can then fly up to half its flying speed.
Necrotic Spear (Costs 3 Actions). The worldeater creates four dark spears of magical force. Each spear hits a creature of the worldeater’s choice it can see within 120 feet of it, dealing 12 (1d8 + 8) force damage and 17 (2d8 + 8) to the target, then disappears.
If the worldeater’s Chromatic Awakening trait has activated in the last hour, it can use the options below as legendary actions.
Bite. The worldeater makes one Bite attack.
Necrotic Flare (Costs 2 Actions). The worldeater flares with elemental energy. Each creature in a 60-foot-radius sphere centered on the worldeater must succeed on a DC 26 Dexterity saving throw or take 22 (5d8) fire, necrotic, or acid damage.
Description
A creature akin to a dragon created by Goddess Arami of Elyria. If one is ever ordered to destroy the world it is meant to defend, then beware its path if you can. A worldeater will cause even a Tarrasque to cower in fear.
Previous Versions
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