Huge Aberration, Lawful Evil
Armor Class 15 Natural Armor
Hit Points 300 (20d12 + 100)
Speed 40 ft., Fly 10 ft. Only accessible in phase 1
STR
25 (+7)
DEX
23 (+6)
CON
18 (+4)
INT
20 (+5)
WIS
20 (+5)
CHA
10 (+0)
Saving Throws STR +13, DEX +12
Skills Athletics +10, Intimidation +6
Damage Immunities Cold
Senses Darkvision 120ft, Passive Perception 20
Languages Abyssal, Common, Deep Speech, Primordial
Challenge 17 (18,000 XP)
Proficiency Bonus +6
Traits

Multiple Phases. The ACG is a boss with multiple phases. In the first, the ACG is slower and sticks mostly to Piercing Beam and Glaive Swipes, using Legendary and lair actions to summon minions and avoid martial classes. Reducing him to half his HP (150 if using preset health) causes him to shift into his 2nd phase, using his Energy Expulsion ability to clear any players nearby. In this second phase, the ACG is much more aggressive,  frequently dashing and slashing at enemies, using Piercing beam and Energy expulsion to shift and manipulate player positions. He will stop summoning minions and using lair actions in the second phase.

 

Actions

Energy Expulsion. The ACG slams his Glaive into the ground, releasing a burst of energy in a 30 ft. radius sphere, centered on the ACG. Characters caught within the blast must succeed a (DC:20) Strength saving throw or be pushed out of the radius in a straight line. If this line passes through an object, the character hits it and takes 1d6 damage for every 5 feet traveled. A creature can choose to fail the saving throw.

Melee attack. Glaive Swipe: +7 to hit, 15 ft. cone. Hit: 15 (1d10 + 7) [Slashing] damage. This attack is able to hit multiple entities at a time, so long as it hits. It will damage entities allied to the ACG as well.

Piercing beam. The ACG stands still and clasps his arms together, summoning 4 beams of radiant light out either diagonally or in a cross. Each beam extends to the nearest solid object. Any creature caught within the path of the beam must succeed a (DC: 16) Dexterity Save or be seared by the beam, taking 25 (2d12+5) Radiant damage. In the ACG's 2nd Phase, this attack shoots 8 beams instead- filling both the cross and diagonals.

 Summon Skeleton. Raising the conduit to the air, the ACG calls upon the souls of the slaughtered to serve it. Rising from the pool of blood, the ACG raises 1d4 skeletons who mindlessly attack the party. They take their turn directly after the turn they are summoned on.

Bonus Actions

Dash. The ACG can take the Dash action as a Bonus action.

 Manipulate form. The ACG can bend the magic around it to disrupt its form, imposing disadvantage on opportunity attacks against it for the rest of the round.

Reactions

Kick. As a reaction, in response to a creature entering a space within 5 feet of the ACG, it will kick at it (+7 to hit, reach 5ft, one target. Hit 10 (1d10+5) bludgeoning damage.

Frightful Gaze. As a reaction to a creature entering an adjacent space within 5 feet of the ACG, it will attempt to grab the creature and intimidate it. Make a Strength (Athletics) check contested by the character's Strength (Athletics) or Dexterity (Acrobatics) check. If the ACG wins this contest, make a subsequent Charisma (Intimidation) check contested by the character's Charisma (Intimidation) check. If the ACG wins this check, the character gains the 'Frightened' condition and is harmlessly tossed 10 feet away.

Legendary Actions

The Ancient Conduit Guardian has 6 legendary actions, and regains spent actions at the beginning of its turn.

Dash (Costs 1 Action). The ACG can move up to 40 feet.

Melee attack (Costs 1 Action). The ACG can make one Glaive Swipe attack.

Piercing beam (Costs 1 Action). The ACG releases a Piercing beam attack.

Energy Expulsion (Costs 1 Action). The ACG uses the Energy Expulsion ability.

Description

Standing at just about 17 feet tall, the Ancient Conduit Guardian is a figure that strikes fear into the hearts of all who have encountered him. An imposing glaive (ancient conduit) and lighting-fast movements, combined with his use of his lair to slow the movements of his opponents makes him excel at decimating parties of close-quarters adventurers.

Yes, this is just me trying to import Rhulk from D2 into 5e. Throwing him against a party of 5 level 6 adventurers who all specialize in single-target damage, wanted them to fight a boss that moves around a bit more. 

First time ever homebrewing a boss, forgive or comment on possible improvements :)

Lair and Lair Actions

The room is dark, bathed in an inexplicable red glow. The ground, covered in a layer of blood inches deep is barely concealing the corpses of dozens. 4 pillars stand on the edges of the room, securing the chains that bind the Ancient Conduit and enable it to efficiently funnel magic from the environment. Of course, if lair actions are coming into play then the Ancient Conduit has already been freed and is moving around, being wielded by the Guardian. Room's still full of blood and corpses though, and it's COLD.

Lair Actions

On initiative count 20 (losing initiative ties), the Ancient Conduit Guardian takes a lair action to cause one of the following effects; the Ancient Conduit Guardian can’t use the same effect two rounds in a row:

  • Stir the waters: the ACG sweeps the Conduit through the blood, sending waves ricocheting through the room. For the rest of the round, the 'ground' becomes difficult terrain.
  • Pull of the Pool: The ACG manipulates the magic in the blood to attempt to pull their enemies under. Every character standing in the blood must succeed on a DC: 15 Strength saving throw or fall prone as tendrils of blood grasp at them.

Regional Effects

The region containing a legendary Ancient Conduit Guardian is slowly siphoned of all magical energy, which creates one or more of the following effects:

  • All spaces within a mile radius are frozen over. This area slowly expands over time, slowing exponentially over time.
  • The incredible concentration of gathered magic close to the center of the region is often subject to temporal anomalies and strange events. Proceed with caution, and watch out for the Long Estate.

If the Ancient Conduit Guardian dies and no suitable replacement is found, these effects will slowly fade over the course of 10 years.

Monster Tags: Misc CreatureTitanabberationhumanoid

Vladimoosh

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