Huge Aberration, Neutral Evil
Armor Class 16 Natural
Hit Points 190 (20d10 + 80)
Speed 15 ft., Climb 15 ft.
STR
24 (+7)
DEX
5 (-3)
CON
18 (+4)
INT
14 (+2)
WIS
18 (+4)
CHA
20 (+5)
Saving Throws STR +12, INT +7, CHA +10
Skills Athletics +10, Insight +10, Perception +10
Damage Resistances Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Psychic
Condition Immunities Charmed, Frightened, Grappled
Senses Darkvision 120 ft, Passive Perception 20
Languages Knows all languages, but does not speak.
Challenge 16 (15,000 XP)
Proficiency Bonus +5
Traits

Aura of Apathy. Creatures within 60 ft of the Aspect of Apathy cannot be affected by strong emotions, as this lingering fragment of madness drains them of all emotion. Creatures in this radius cannot be frightened, charmed, or other be affected by spells such as heroism, ceremony, hideous laughter, friends, vicious mockery, or other such magic. 

Aspect of Madness. Aspects are fragments from the shattered God of Madness, and can only exist in the minds of others. The Aspect must find a host and inhabit the creature's mind. While inside a host, the Aspect is untargetable unless otherwise specified by another spell or magic item. If the host dies, the Aspect is immediately released in an ethereal form and attempts to claim a new host. In this ethereal form, the Aspect takes half damage from all sources, unless it already has resistance, in which case it takes a quarter of the damage. Aspects can be forced into a tangible state through specific magical items or spells such as magic circle. 

Apathetic Gaze. Always watching, the Aspect of Apathy's main eye acts as a cone of antimagic, negating any magical effects such as spells or enchanted items in a 150 ft cone in front of it. At the start of each of it's turns, the Aspect of Apathy choose what direction this cone faces. This cone also effects the Aspect's spells. This creature cannot be flanked.

Actions

Multiattack. The Aspect of Apathy makes three slam attacks, or it uses its Bad Vibes and one slam attack. 

Bad Vibes (Recharge 5-6). The Aspect of Apathy sends out a wave of lethargic energy. All creatures in a 30 ft radius around the Aspect of Apathy must make a DC 20 Constitution save, gaining a level of exhaustion and having their speed reduced to half on a failed save, and only halving their speed with no exhaustion on a success. Exhaustion levels and speed reductions gained in this way can only be undone by lesser restoration or similar magic, or a long rest. 

Slam. Melee Weapon Attack: +12 to hit, reach 10 ft., 1 target. Hit: 18 (2d10 + 7) bludgeoning damage. Creatures hit must make a DC 15 Wisdom saving throw or be marked with Apathy. This attack has advantage on creatures with a speed of zero, or who are currently grappled by an effect caused by the Aspect of Apathy. 

Reactions

Revoke Sympathy (Costs 1 Legendary Action). The Aspect of Apathy immediately negates any healing effect a creature uses to heal another creature. The action of the creature is wasted and no hitpoints are regained.

Legendary Actions

The Aspect of Apathy is a Legendary creature with legendary actions. The Aspect of Apathy has 3 legendary actions that can only be used at the end of another creature's turn. The Aspect of Apathy regains all Legendary actions at the start of its turn. 

Impart Apathy (Costs 2 Actions). The Aspect forces it's uncaring, dismissive will onto a creature it can see. That creature must make a DC 15 Constitution saving throw. On a failure, the Aspect can choose one of the following effects to occur:

  • The target immediately ends their rage. 
  • The target immediately loses concentration on a spell.
  • The target goes prone, sitting down as they've lost the will and care to fight.

Uncaring Gaze (Costs 1 Action). The Aspect refocuses it's antimagic cone. 

Slam (Costs 1 Action). The Aspect of Apathy makes one slam attack against a creature in range.

Description

A fragment of something older, these Aspects of Madness are ideas and maladies fully manifested, infecting a host and steering them down their particular path to insanity.

This is the Aspect of Apathy, malady of malaise and procrastination, the infection of lacking inflection as the surrounding populace grow to care less. If left untreated, the madness will spread, making small towns to counties to entire nations question why they should bother getting up in the morning. Very hard to notice at first, as it could easily be someone taking a day off. Hard to ignore when a kingdom is starving because people were too lazy to plant crops... or to get out of bed to eat, for that matter.

When ejected from a host, the aspect of madness takes on the form of a massive, inky blob of grasping hands prying open watchful eyes, grabbing out to make people sit down and stay a while, and simply observe as the world passes them by...

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count 20 (losing initiative ties), the Aspect of Apathy takes a lair action to cause one of the following effects; the Aspect of Apathy can’t use the same effect two rounds in a row. Effects only last until the next lair action takes effect.

  • All creatures that have been marked with Apathy are under the effects of slow as they feel the energy leeched from their body. Creatures affected in this way have their current speed halved (stacking with other speed reductions), cannot take reactions, cannot multiattack, and any spells with a casting time of a bonus action now take an action to cast. 
  • All surfaces within 120 ft of the Aspect of Apathy sprout grasping hands, trying to pull creatures away from their duties to relax in its procrastinating grasp. All creatures near any form of wall, ceiling, or cover must make a DC 15 Dexterity saving throw or become grappled. 
  • The Aspect of Apathy targets a creature it can sense within 120 ft and applies antipathy to the target as if casting the antipathy/sympathy spell without requiring any components. This spell makes the target simply blend into the background for other creatures, making them lose interest in the target. For instance, if the target is in need of healing, other creatures won't waste their time trying to aid the target due to extreme apathy towards the target. Creatures other than the target can make a DC 20 Wisdom saving throw to overcome this effect. Excellent roleplaying about caring for other creatures affected by this effect could give advantage to the saving throw.

Regional Effects

The region containing the Aspect of Apathy’s lair is mentally corrupted, which creates one or more of the following effects:

  • Creatures within 100 miles of the Aspect of Apathy's lair become more lethargic and uncaring. Within 10 miles of the lair, any creature who goes to sleep must make a DC 12 constitution save to convince itself to get up the next day. Each success raises the DC by 1. On a failure, the creature takes a level of exhaustion as it gets no rest and has no motivation to face the day.
  • As the above symptom worsens, towns and cities will die as creatures don't bother going to work, patrolling for crimes, or even feeding themselves.

If the Aspect of Apathy dies or is properly contained, these effects fade over the course of 2d20 days.

Previous Versions

Name Date Modified Views Adds Version Actions
8/8/2022 3:30:43 PM
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1
1
Coming Soon

Monster Tags: abberation

Habitat: Urban

MaxMadison

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