Gargantuan Aberration, Chaotic Evil
Armor Class 25
Hit Points 689 (36d20 + 240)
Speed 40 ft.
STR
28 (+9)
DEX
12 (+1)
CON
30 (+10)
INT
17 (+3)
WIS
20 (+5)
CHA
17 (+3)
Saving Throws STR +18, CON +19, WIS +14, CHA +12
Skills Intimidation +17, Perception +19
Damage Resistances Necrotic, Psychic
Damage Immunities Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Frightened, Paralyzed, Petrified, Poisoned
Senses Truesight 120 ft, Passive Perception 18
Languages Abyssal, Deep Speech, Infernal
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

Legendary Resistance (3/day). If the World Ender fails a Saving Throw, it can choose to succeed instead

Magic Resistance. The World Ender has Advantage on Saving Throws against spells and other magical effects 

Natural Desecration. An unnatural aura of death and decay eminates from the World Ender. Each Beast or Plant that starts it's turn within 120 feet of the World Ender must succeed on a DC 22 Constituion Saving Throw or take 15 (3d6+5) necrotic damage and gain a level of exhaustion.

Actions

Multiattack. The World Eater can make three attacks with it's moon Scythe

Moon Scythe. Melee Weapon Attack: +16 to hit, reach 20 ft., one target. Hit: 22 (3d8 + 9) slashing damage. 

Eye of the Void. The World Ender chooses a creature that it can see within 60 feet of itself. The creature must make a DC 22 Wisdom Saving Throw. on a failed sae, the creature takes  Hit: 19 (3d8 + 6) Psychic damage. And behaves as though under the influence of the confusion spell for 1 minute. the creature can repeat the Saving Throw at the end of each of it's turns, ending the effect on a success

Legendary Actions

The World Ender 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 world Ender regains spent legendary actions at the start of its turn

Moon Scythe. The World Ender makes a Moon Scythe attack.

Eye of the Void (Costs 2 Actions). The World Ender uses Eyes of the Void.

Obliterate (Cost 3 Actions). A beam of pure black energy shoots out from the tip of the Moon scythe. The World Ender chooses a target within 30 feet of itself. If the target is a creature, it must make a DC 22 Dexterity Saving Throw. on a failed save the target creature takes Hit: 75 (10d6 + 40) Force damage. the target is disintegrated if the damage leaves it with 0 hit points

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

 As the legends go, the first warning sign of a World Ender is a black plume of smoke slowly rising just past the horizon. The second sign is an eerie and unnatural silence. Birds stop signing, farm animals become motionless, and insects fall from the sky. Anyone foolish, or ignorant, enough to stick around after the second sign has chosen to seal their fate, whether they know it or not.
        Chaos Theory. World Enders roam the plane of Rhymorra, continuously searching for an opportunity to cross into the material plane. When they discover an area with a weakened planar barrier, World Enders are able to use their Moon Scythe to tear through the fabric of reality and temporarily create a rift that connects Rhymorra to the material plane. After stepping throught the rift World Enders bring unthrottled chaos and destruction everywhere they go, Laying waste to village, kingdoms, and even entire nations. Simply gazing into their eyes is enough to send one's mind into the void and cause unrelenting madness and hysteria. They tirelessly and recklessly swing their Scythe back and forth with enough power to crumble building and break ships in half.
         L'appel du Vide. World Ender are rarely killed unless a merciful god intervenes on behalf of mortals, and even then victory is not guaranteed the exact reason is unknown, but the World Enders do not stay on the materil plane for longer then five days. When nearly five days have padded, World Enders abruptly stop attacking and return to Rhymorra, as though they are being called by an unseen - and even stronger - force

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.

Lord_Draken1

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