Legendary Resistance (3/Day). If the vahagraha fails a saving throw, it can choose to succeed instead.
Magic Resistance. The vadhagraha has advantage on saving throws against spells and other magical effects.
Omnipresence. Any creature that starts it turn within 100 feet of vahagraha must make a DC 25 Wisdom saving throw. On a failed save, the creature becomes charmed by vadhagraha for 24 hours. On a successful save, the creature becomes immune to this effect for 24 hours.
Multiple Heads. The vadhagraha has three heads. While it has more than one head, the vadhagraha has advantage on saving throws against being blinded, deafened, stunned, and knocked unconscious. Whenever the vadhagraha takes 100 or more damage in a single turn, one of its heads dies. If all its heads die, the vadhagraha dies. At the end of its turn, it grows a head for each that died since its last turn, unless it has taken acid damage since its last turn. The vadhagraha regains 60 hit points for each head regrown in this way.
Reactive Heads. For each head the vadhagraha has beyond one, it gets extra reaction that can be used for opportunity attacks.
Siege Monster. The vadhagraha deals double damage to objects and structures.
Wakeful. While the vadhagraha sleeps, at least one of its heads is awake.
Multiattack. The vadhagraha can use its Frightful Presence. It then makes five attacks: four with its bite and one with its omni blast. It can use its Swallow instead of its bite.
Bite. Melee Weapon Attack: +19 to hit, reach 15 ft., one target. Hit: 36 (4d12 +10) piercing damage, it is grappled (escape DC 20). Until this grapple ends, the target is restrained, and the vadhagraha can’t bite another target with that particular head.
Omega Blast. The vadhagraha creates ten, thin glowing beams of searing fire from its eyes that track its targets without fail. Each beam hits a creature of its choice that it can see within 120 feet. A beam deals 1d4 +1 fire damage to its target. The beams all strike simultaneously, and the vadhagraha can direct them to hit one creature or several.
Frightful Presence. Each creature of the vadhagraha’s choice within 120 feet of it and aware of it must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if the vadhagraha is within line of sight, ending the effect on itself on a success. If the creature’s saving throw is successful or the effect ends for it, the creature becomes immune to the vadhagraha’s Frightful Presence for the next 24 hours
Swallow. The vadhagraha makes one bite attack against a Large or smaller creature it is grappling. If the attack hits, the target takes the bite’s damage, the target is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the vadhagraha, and it takes 56 (16d6) necrotic damage at the start of each of the vadhagraha’s turns. If the vadhagraha takes 60 damage or more one a single turn from a creature inside it, the vadhagraha must succeed on a DC 20 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the vadhagraha. If the vadhagraha dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 30 feet of movement, exiting prone
Redirecting Roar. When vadhagraha is hit by a ranged attack it can release a powerful sonic roar increasing its AC by 2 against the attack. If the attack misses because of this increase the vadhagraha, a creature within 30 feet of it is chosen at random and becomes the new target for that attack. Use the original attack roll to determine if the attack hits the new target
The vadhagraha 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 vadhagraha regains spent legendary actions at the start of its turn.
Omni Blast. The vadhagraha makes one omega blast attack.
Move. The vadhagraha moves up to half its speed.
Chomp (Costs 2 Actions). The vadhagraha makes one bite attack or uses its Swallow
Description
VADHAGRAHA
The vadhagraha is a creature of legend. Nearly 4,000 years ago it appeared from an interplanar rift that opened to the Far Realm. The beast became more akin to a natural disaster. A single beat of its wings could demolish entire cities. The vadhagraha’s arrival forced the people of the world to band together to find a way to defeat it. After nearly 500 years they determined that it was nigh impossible to defeat. The creature's very presence caused many to bow, serve and worship it as a god. The world’s most powerful mages gathered and developed a powerful sealing ritual. A massive world war pushed to weaken the creature so that it could be bound by the ritual. The most powerful wizards with the help of thousands of lesser casters harnessed arcane power into four powerful sealing stones. Each stone represented each of the most powerful natural forces in existence as the source of the binding: earth, air, fire, and water. During the world war, the vadhagraha was difficult to fight as it had the power to regenerate its heads as they were removed. Through sheer luck, they learned of its weakness to acid damage. Using this knowledge, they were able to weaken it long enough for the four seals to release the arcane elements’ wild power and seal the creature. The ritual took ten days of constant focus and channeling, during which many of the spell casters perished from exhaustion. It was on that day, known as the Final Sealing, that vadhagraha the world breaker was sealed in the sky. A massive crystal-like sphere captured it, locking it away. This was the day the planet gained a new moon. A silent reminder of just how small and insignificant the world’s people are. After 3,500 years, the seals have been mostly forgotten. The followers of the Light pass the legends of the Final Sealing and the complex ritual needed to reseal it should it ever falter, or worse break entirely. The location of each elemental sealing stone has been buried deep in history, and underneath the world's largest cities. Not, lost, but forgotten. Should the seals break or need resealing, the amount of energy it would take could and would likely destroy those cities and the entire region.
LORE
A character knows the following information about the monster with a successful skill check
- Intelligence (History) DC 16. The three-headed world breaker, Vadhagraha was sealed 3,500 years ago after breaking apart the world. It is unknown if that is its name, or what the creature is called. The creature was worse than any natural disaster. History says that the creature was so powerful, its very presence could convert even the most devout follower to a worshipper
- Intelligence (Arcana) DC 22. Ancient lore indicated that the vadhagraha came from the alien plane of the Far Realm. It is unclear if it was sent, or if it arrived by accident. Regardless, its touch of the Far Realm left it high resistance to magical effects.
- Intelligence (Religion) DC 25. The followers of the Light recorded the importance of acid and the removal of almost all of its heads before it could be sealed. The rate that it regrows its heads required specific timing and coordination between those conducting the ten-day ritual.
- Intelligence (Nature) DC 27. If a large enough portion of the creature’s wings can be harvested and crafted it into [Tooltip Not Found]
Previous Versions
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