Gargantuan Monstrosity, Unaligned
Armor Class 19 (natural armor)
Hit Points 348 (24d20 + 96)
Speed 15 ft.
STR
29 (+9)
DEX
8 (-1)
CON
19 (+4)
INT
19 (+4)
WIS
19 (+4)
CHA
8 (-1)
Saving Throws STR +15, CON +10, INT +10, WIS +10
Damage Resistances All
Senses Blindsight 120 ft., Passive Perception 20
Languages Telepathy 120 ft.
Challenge 18 (20,000 XP)
Proficiency Bonus +6
Traits

Unnatural Force. A melee weapon deals one extra die of its damage when Sydaic hits with it (included in the attack).

Blink. If Sydaic Misty Steps within melee range of a target and then hits it with a trident attack on the same turn, the target takes an extra 1d12 piercing damage.

Battle Dance. A melee weapon deals one extra die of its damage per consecutive successful attack against the same creature.

Otherworldly Spirit. Sydaic cannot be charmed, and magic can’t put Sydaic to sleep.

Otherworldly Perception. Sydaic can sense the presence of any creature within 30 feet of him that is invisible or on the Ethereal Plane. He can pinpoint such a creature that is moving.

Immutable Form. Sydaic is immune to any spell or effect that would alter his form.

Inscrutable. Sydaic is immune to any effect that would sense his emotions or read his thoughts, as well as any divination spell that he refuses. Wisdom (Insight) checks made to ascertain Sydaic's intentions or sincerity have disadvantage.

Magic Resistance. Sydaic has advantage on saving throws against spells and other magical effects.

Magic Weapons. Sydaic’s weapon attacks are magical.

Regeneration. Sydaic regains 14 hit points at the start of his turn.

Intangible Body. Sydaic has advantage on ability checks and saving throws made to escape a grapple.

Sure-Footed. Sydaic has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.

Shadow of the Sea. Any creature that Sydaic misses with an attack takes half as much damage as they would have taken if he had hit them. This damage is necrotic damage instead of the damage dealt by the attack.

Actions

Attack. Sydaic makes one attack with his trident.

Trident. Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 39 (5d12 + 9) piercing damage.

Bonus Actions

Ephemeral Presence. Sydaic can cast the Misty Step spell as a bonus action on each of his turns.

Legendary Actions

Sydaic can take 4 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. Sydaic regains spent legendary actions at the start of his turn.

Never-ending Torrent. Sydaic makes one attack with his trident.

Plane Drift. Sydaic casts Misty Step.

Ice Sheet. The ground in a 40-foot radius centered on Sydaic is covered with slick ice, making it difficult terrain until the beginning of his next turn. When a creature enters the area for the first time on a turn or starts its turn there, it must make a DC 19 Dexterity saving throw. On a failed save, it falls prone.

Wall of Ice (Recharge 6). Sydaic magically forms an opaque wall of ice on a solid surface he can see within 60 feet of him. The wall is 1 foot thick and up to 30 feet long and 10 feet high, or it's a hemispherical dome up to 20 feet in diameter.

When the wall appears, each creature in its space is pushed out of it by the shortest route. The creature chooses which side of the wall to end up on, unless the creature is incapacitated. The creature then makes a DC 19 Dexterity saving throw, taking 35 (10d6) cold damage on a failed save, or half as much damage on a successful one.

The wall lasts for 1 minute or until Sydaic is incapacitated or dies. The wall can be damaged and breached; each 10-­foot section has AC 5, 30 hit points, vulnerability to fire damage, and immunity to acid, cold, necrotic, poison, and psychic damage. If a section is destroyed, it leaves behind a sheet of frigid air in the space the wall occupied. Whenever a creature finishes moving through the frigid air on a turn, willingly or otherwise, the creature must make a DC 19 Constitution saving throw, taking 17 (5d6) cold damage on a failed save, or half as much damage on a successful one. The frigid air dissipates when the rest of the wall vanishes.

Description

Fate. Any creature with the Blessing of Destiny in Sydaic's lair recovers 1 level of exhaustion at the beginning of its turn.

Providence. Any creature with the Blessing of Destiny in Sydaic's lair recovers HP equal to one roll of their hit die at the beginning of their turn. Roll the die, add your Constitution modifier, and regain a number of hit points equal to the total (minimum of 1).

Lair and Lair Actions

Gift of the Sky. Sydaic emits an aura of freezing air. Any creature that starts its turn in Sydaic's lair must make a DC 19 Dexterity saving throw. On a failed save, its speed is reduced by 10 feet until the start of its next turn.

Gift of the Sea. Sydaic emits an aura akin to frigid cold water. Any creature that starts its turn in Sydaic's lair must make a DC 19 Constitution saving throw. A creature takes 6 (1d12) cold damage on a failed save, or half as much damage on a successful one.

Unsettling Visage. Sydaic emits an aura of discomfort. Any creature that starts it turn with a clear path to Sydaic must make on a DC 19 Wisdom saving throw. On a failed save, a creature takes 6 (1d12) force damage and gains a random form of short-term madness until the start of their next turn. On a successful save, the creature takes half as much damage and does not gain a random form of short-term madness.

Toll of the Depths. At the beginning of Sydaic's turn, a subaqueous boom emanates from him. Any creature within 120 feet of him must make a DC 13 Strength saving throw. On a failed save, a creature is pushed 15 feet away from him.

Havoc. At the beginning of Sydaic's turn, any creature within 120 feet of him must make a DC 13 Intelligence saving throw. On a failed save, the target gains 1 level of exhaustion. While exhausted in this way, the target must repeat the saving throw at the start of each of its turns. Three successful saves against the exhaustion end it, and ending the exhaustion removes any levels of exhaustion caused by it. Once the target reaches 6 levels of exhaustion, it dies and begins fading away in a magenta miasma. If the target fades in this way for three rounds, its death is permanent and its soul belongs to Pandemonium.

Cacophony. At the top of the round, every creature in Sydaic's lair must make a DC 13 Charisma saving throw. On a failed save, the target suffers visions of a massive rocky landscape replete with frigid, howling winds. The target takes 6 (1d12) psychic damage as they experience a minute of these visions in a split second. Each failed save causes the target to suffer another level of exhaustion. On a successful save, the target takes half as much damage and suffers no additional exhaustion. Once the target reaches 6 levels of exhaustion, it dies and begins fading away in a magenta miasma. If the target fades in this way for three rounds, its death is permanent and its soul belongs to Pandemonium.

Previous Versions

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