Fear Aura. Any creature hostile to Yalphizen that starts its turn within 30 feet of Yalphizen must make a DC 20 Wisdom saving throw, unless Yalphizen is incapacitated. On a failed save, the creature is frightened until the start of its next turn. If the creature's saving throw is successful, the creature is immune to Yalphizen's Fear Aura for the next 24 hours.
Innate Spellcasting. Yalphizen's spellcasting ability is Charisma (spell save DC 20). Yalphizen can innately cast the following spells with only verbal components:
At will: dominate person, greater invisibility, poison spray (17th level)
3/day each: dominate monster, feeblemind
1/day each: control weather, imprisonment
Legendary Resistance (3/Day). If Yalphizen fails a saving throw, he can choose to succeed again.
Magic Weapons. Yalphizen's weapon attacks are magical.
Seven Heads. Yalphizen has advantage on Wisdom (Perception) checks and on saving throws against being blinded, deafened and unconscious.
Multiattack. Yalphizen makes three bite attacks.
Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., 1 target. Hit: 20 (2d10 + 9) piercing damage plus 18 (4d8) poison damage.
Breath Weapons (Recharge 5-6). Yalphizen uses one of the following breath weapons:
Chaos Breath. Yalphizen launches magical energy in a 30 foot cone. Anyone caught in it must make a DC 20 Wisdom saving throw. On a failed saving throw, the creature immediately makes an attack towards a creature that Yalphizen chooses that is within range.
Paralyzing Breath. Yalphizen launches magical in a 30 foot cone. Anyone caught in it must make a DC 20 Wisdom saving throw or be paralyzed for 1 minute.
Poison Breath. Yalphizen launches poisonous gas in a 30 foot cone. Anyone caught in it must make a DC 20 Constitution saving throw, taking 45 (10d8) poison damage on a failed saving throw, and half as much on a successful one.
Teleport. Yalphizen magically teleports, along with any equipment he is wearing or carrying, to an unoccupied space it can see.
Yalphizen can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Yalphizen regains all spent legendary actions at the start of his turn.
Poison Spray. Yalphizen casts Poison Spray (17th level).
Teleport. Yalphizen uses his teleport action.
Description
Yalphizen is a the demon lord of plants. He appears as a 20 foot tall carnivorous plant with six small heads and one large head in the centre. He wishes to spread his demonic plants all over the multiverse in order to corrupt all life. He is an enemy of many of the Gods and many have sent angels to attempt to defeat him but they have not yet succeeded. He sends his minions to capture creatures and convert them into a member of his corpse flower army.
Lair and Lair Actions
Yalphizen lives in the Demon Garden, in the Eternal Forest. It serves as a giant lair for Yalphizen and his corpse flower minions and a prison for all the rotting souls that Yalphizen has captured.
Lair Actions
On initiative count 20 (losing initiative ties), Yalphizen takes a lair action to cause one of the following effects; Yalphizen can’t use the same effect two rounds in a row:
- Vines come out of the floor and one person must make a DC 20 Dexterity saving throw or be restrained. At the start of the restrained creature's turn, they can make a DC 20 Strength saving throw to attempt to escape.
- Yalphizen uses his breath weapon centred on a plant in his lair, instead of him.
Regional Effects
The region containing Yalphizen's lair is warped by Yalphizen's magic, which creates one or more of the following effects:
- Large green toxic clouds hover in the sky within 10 miles of the lair, any creature caught in it must make a DC 20 Constitution saving throw or take 18 (4d8) poison damage.
- All plant life within 10 miles of the lair immediately becomes obedient to Yalphizen.
- When a humanoid spends 1 hour within 1 mile of the lair, they must make a DC 20 Wisdom saving throw or descend into a madness determined by the Madness of Yalphizen table. A creature that succeeds on this saving throw can't be affected by this regional effect again for 24 hours.
If the Yalphizen dies, these effects fade over the course of 1d10 days.







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