Gargantuan Aberration, Chaotic Evil
Armor Class 22 Natural Armor
Hit Points 543 (25d20 + 280)
Speed 25 ft.
STR
24 (+7)
DEX
20 (+5)
CON
26 (+8)
INT
30 (+10)
WIS
26 (+8)
CHA
28 (+9)
Saving Throws INT +19, WIS +17, CHA +18
Skills Arcana +8, History +10, Intimidation +10, Perception +5
Damage Resistances Bludgeoning, Necrotic
Damage Immunities Force, Poison, Psychic
Condition Immunities Charmed, Frightened, Grappled, Poisoned, Prone
Senses Darkvision 120 ft. , Passive Perception 80
Languages Telepathy Can telepathically communicate with any creature infected with Voidblight
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

Blight Mist Shroud. Aegypthus is surrounded in all directions by 10 ft. of Blight Mist at all times (with one exception, see Legendary Action Blight Typhoon for more details). Any creature starting their turn in the Blight mist must make a DC 20 Intelligence Saving Throw and contract Voidblight on a failed save. After losing half his health, the mist increases to 15 ft. in all directions, and the DC is increased to 22. 

Body Contortion. After losing half its health, Aegypthus will begin to contort, stretch, and twist its body in unnatural ways. This gives its melee attacks an additional 10 ft. of reach. 

Tentacles. Aegypthus's lower body down from the pelvis is composed of enormous, branching, talon-tipped tentacles. While in battle, it will burrow them through the ground or floor below to emerge from the ground. Each tentacle, placed at the DM's discretion, occupies one 5 sq ft. space and is 15 ft. tall, has a burrowing speed of 20 ft, and (4d6 + 24) HP. (Note: No more than 6 Tentacles can be deployed at a time)

Voidblight. Voidblight is an affliction unique to Aegypthus and any campaign revolving around him. After (1d6 + intelligence modifier) days without showing symptoms (a stage 0, if you will), those who contract it go into stage 1 of the affliction and must make a DC 16 Intelligence Saving Throw every day and take (2d6 - Int. Modifier, min. 1 damage) Psychic Damage and progresses by 1 stage of Voidblight on a failed save and are no longer afflicted with Voidblight on a successful one. Any creature that had been afflicted by Voidblight and overcame it in this fashion gains advantage over any Voidblight-related Saving Throws. Accomplishing this three times gives the creature full immunity to Voidblight. 

Any creature that dies while afflicted with Voidblight is resurrected a day later as a Void Husk.

Voidblight Stages

Stage 1: The creature's memory starts to get a bit hazy, or they remember things that have nothing to do with them (memories from other victims of the curse before they caught it). The creature makes any Intelligence Ability or Skill checks w/ disadvantages. Any form of healing, not including long rests, are only half as effective. 

Stage 2: The creature occasionally suffers from nosebleeds and has a hard time thinking straight and makes Wisdom Ability and Skill checks w/ disadvantage. When taking a Long Rest, roll a DC 18 Wisdom Saving Throw. A failed throw results in the creature having nightmares involving Voidblight (Seeing Void creatures in action, a silhouette of Aegypthus shrouded in Blight Mist, past heroes who tried and failed to stop it, and the memories of creatures that are involved with the curse, etc.) and takes (2d6 - Wis modifier, minimum 1 damage) psychic damage when they wake up. Effects from Stage 1 remain.

Stage 3: Large, pulsating black welts (about the size of an egg) swell on the creature's skin, and their body is wracked with constant pain. The creature also makes Dexterity and Strength Ability or Skill checks w/ disadvantage. Effects from Stages 1 and 2 remain.

Stage 4: The creature starts to find speaking difficult, and their immune system begins to break down. Constitution Saving Throws and Charisma Ability and Skill checks are rolled with disadvantage. The effects of stages 1-3 remain. 

Actions

Multi-Attack. Aegypthus makes three attacks: Two with his claws or tentacles, one with his stinger. 

Stinger. Melee Weapon Attack. +8 to hit, reach 25 ft., one target. Hit: (2d10 + 5) [Piercing] Damage. Targeted creature must make a DC 18 Intelligence Saving Throw and take 4d6 + 10 Psychic Damage and contract Voidblight on a failed save, or half as much on a successful one.

Bite. Melee Weapon Attack. +10 to hit, reach 5 ft., one target. Hit: (3d6 + 7) [Piercing] Damage. Targeted creature must make a DC 18 Intelligence Saving Throw and take 4d6 + 10 Psychic Damage and contract Voidblight on a failed save, or half as much on a successful one.

Claws. Melee Weapon Attack. +10 to hit, reach 15 ft., one target. Hit: (3d8 + 7) [Slashing] Damage.

Tentacles (Only if they are not deployed). Melee Weapon Attack. +10 to hit, reach 15ft, one target. Hit: (3d6 + 7) [Slashing] damage + (2d6) acid damage. 

Blight Blast (Recharge 5-6). Aegypthus exhales a blast of Blight Mist in a 90 ft. cone. Each creature in the area must make a DC 20 Intelligence Saving Throw and take (16d8) psychic damage and contract Voidblight on a failed save, or half as much on a successful one. 

Eldritch Presence. Aegypthus can make any creature it can see who is aware of it make a DC 20 Wisdom Saving Throw and become Frightened if they fail the save. The creature can make the saving throw once every turn to try and break out of the effect but takes 1d8 psychic damage on a failed save.

Bonus Actions

Move Tentacles. The tentacles deployed are moved at the DM's discretion. The tentacles cannot move and attack on the same turn.

Tentacle Attack. Melee Weapon Attack. +10 to hit, reach 15ft, one target. Hit: (3d6 + 7) [Slashing] damage + (2d6) acid damage. The tentacles cannot move and attack on the same turn.

Deploy TentaclesAegypthus burrows his tentacles into the ground, deploying them. While he does this, his movement speed is 0. 

Reactions

Tentacle Attack (Once per Initiative). Melee Weapon Attack. +10 to hit, reach 15ft, one target. Hit: (3d6 + 7) [Slashing] damage + (2d6) acid damage. 

Legendary Actions

Aegypthus can only take 3 legendary actions in a battle: 

Blight Typhoon (Costs 3 Actions, 2/Day, Recharge 5). Aegypthus takes two turns to charge the attack (He cannot move or attack during this period, and during the charge time, the Blight Mist Shroud surrounding him dissipates.), and on the third, unleashes a Maelstrom of Blight Mist in an 80 ft. radius sphere surrounding him. Any creature in the area must make a DC 22 Intelligence Saving Throw and take (8d8 + 10) psychic damage and contract Voidblight on a failed save, or half as much damage on a successful one. This sphere is retained at the end of the attack and its radius shrinks by 15 ft. at the end of Each of Aegypthus's turns until it recondenses into his normal Blight Mist Shroud. 

Tentacle Bombardment. All of the deployed tentacles that can reach a player with an attack makes a Tentacle Attack. Melee Weapon Attack. +10 to hit, reach 15ft, one target. Hit: (3d6 + 7) [Slashing] damage + (2d6) acid damage.

Tentacle Deployment. Aegypthus deploys 1d4 - 1 (minimum of 1) new tentacle(s) onto the battlefield. 

Description

Aegypthus is a highly intelligent eldritch entity that has been travelling across the Forgotten Realms, leaving them fallow and devoid of life. He travels the universe always in search of sustenance, and when he finds a realm teeming with lift (to him a prime feeding ground), he piggybacks on an asteroid and lands on it. This always leaves him weakened to the point where he needs to feed and acquire enough energy in order to move on to the next. Nobody knows where he came from, but he wields the ability to conjure Blight Storms and Blight Mist, as well as telepathically control all Void Creatures made by them. 

Records from times long since passed describe a calamity known as the Blight Storm, a growing shroud of mist that covered the land and cursed any creature it touched with some unknown affliction. This affliction was said to drive those it affected insane over a course of days, until they finally dropped dead... and came back as a feral, bloothirsty husk that would attack any living thing not inflicted by the curse relentlessly. And the cause of this calamity? An entity older than written records, or perhaps even older than intelligent life, a being alien to all of creation.

Eons ago, an Asteroid crashed into the surface of the Material Plane. Its impact was devastating, causing fires, raining debris, earthquakes, and later famine when the dust clouds formed in the air, blocking out the sun. Almost all life on the surface was eradicated. Slowly, though, the land healed, and life resumed as normal... or so it seemed. Something was stirring underground, though, and when it awoke, it caused tremendous devastation in the area all over again, slowly reaching across the land to destroy more. However, once all life in the area covered had either escaped or perished, the calamity would always die down.

Fast-Forward to present day, and rumors have sprung up regarding the "Cursed Valley" that has now existed centuries. Anyone who enters that valley, enshrouded constantly in an unnatural purple mist, never returns, and the valley itself is said to be haunted by monsters; pale imitations of life forms that had succumbed to the curse the mist always carries with it and bestows on those it touches. And now...the curse's reach is growing. Blight Mist is now spilling out of the valley, inflicting those it swallows with the curse. If nothing is done, all life in the Material Plane may perish. 

Physically, Aegypthus's upper half is vaguely humanoid in shape "standing" at about 60 ft. tall, with pale skin, long, spindly arms ending in abnormally long, claw-tipped fingers, a scrawny human torso, a long, narrow neck, two twisted horns on his bald cranium, and a large pair of bony, webbed wings that have a function akin to the sails of a spelljammer (though in atmospheric environments, he can levitate, remaining airborne without the use of his wings). His lower body from the pelvis down is composed of large, branching, talon-tipped tentacles that secrete acid for burrowing into Asteroids to hitch a ride, or underground to create a lair to stay in while he feeds. His head is adorned with a pair of glowing, blank, round red eyes, and its lower jaw is split into two, acting both like jaws and mandibles, with all three jaws filled with rows of razor-sharp teeth. His tongue is a long, wiry tendril covered in chitin, and tipped with a stinger he can use to inject Voidblight into his prey.

Lair and Lair Actions

Aegypthus can be found in any indoor or underground, which will always be the epicenter of the Blight Storm. or on rare occasions, out aboveground roaming his territory. If anyone is tracking him outdoors and is surrounded by Blight Mist, they must make a Perception Check at Disadvantage to see his form through both the mist and the Mist Shroud he is always surrounded by. While he isn't in his lair, he cannot take any lair actions. 

Lair Actions

On initiative count 5 (losing initiative ties), Aegypthus takes a lair action to cause one of the following effects; Aegypthus can’t use the same effect twice in a row, and the initative counter resets with every lair action taken:

  • Aegypthus shakes the entire lair with his power, raining rubble down onto the area. Every creature must make a DC 18 Dexterity saving throw and take 6d8 Bludgeoning damage and Stunned on a failed save, or half as much on a successful one. 
  • Aegypthus conjures a sphere of Blight Mist centered at any point within 100 ft. of itself with a 10 ft. Radius. Any creature starting their turn in this sphere must make a DC 17 Intelligence Saving Throw and contract Voidblight on a failed save. 

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:

  • Blight Storm. The Blight Storm is a gargantuan dome of Blight Mist that covers a radius of 1 mile from the creature's lair and slowly increases over time. Every day, the Blight Storm's radius increases by 2d20 * 10 feet. Every creature within the area must make a DC 16 Intelligence Saving Throw every 12 hours and contract Voidblight on a failed save. Any plant life in the area is inedible and useless, and grows in twisted, unnatural ways. 

If Aegypthus dies, these effects fade over the course of 1d8 days for every 1,000 feet from the epicenter. 

Previous Versions

Name Date Modified Views Adds Version Actions
6/3/2022 11:00:39 PM
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Alpha 1.0
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6/3/2022 11:16:49 PM
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WorldWeaver96

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