Uncontainable. This creature is immune to hindrances such as Ropes of Entanglement, Webs, and even Dimensional Shackles and Bags of Devouring.
Massive Intelligence. This creature, despite being so incredibly powerful, is willing to reason with and even strike deals with mortals. However, said deals typically come at a terrible price, and are mostly included in their millennia-spanning plots as a way to acquire more power.
Spellcasting. The Aazerach is a 9th-level spellcaster. Its spellcasting ability is INT (spell save DC INT, +20 to hit with spell attacks).
Claw Slash. Melee Attack: +8 to hit, reach 15 ft. Hit: 1 (3d20 + 10) necrotic/slashing damage.
Eldritch Hurricane. Spell Attack: +12 to hit, range 100/100 ft. Hit: 3 (1d20 + 12) force damage.
Arcane Bolts. Spell Attack: +20 to hit, range 20/20 ft. Hit: 8 (1d12) magic damage.
Arcane Diffusion. Spell Attack: range 30/50 ft. Hit: 10 (3d4) magic damage. Removes any magical effects currently active for 1 hour in AOE; cannot be blocked magically, except by artifacts.
Blink. Action, Bonus Action, or Reaction: range 100 ft. Teleports the Aazerach 100 ft in any chosen direction. if the space is occupied, the obstruction gets pushed aside and takes 3d20 force damage. The Aazerach can use this action indefinitely.
This monster can take up to 3 bonus actions in a single turn. These actions consist of the following;
Blink. Action, Bonus Action, or Reaction: range 100 ft. Teleports the Aazerach 100 ft in any chosen direction. if the space is occupied, the obstruction gets pushed aside and takes 3d20 force damage. The Aazerach can use this action indefinitely.
Plane Shift. Bonus Action: Teleports the Aazerach and any creature or object within 1000 feet of it to another plane of existence of its choosing. if the space is occupied, the obstruction gets pushed aside and takes 10d20 force damage. The Aazerach can use this action indefinitely. \
Runestone Blast. Bonus Action: range 100 ft. Hit: 20 magic damage.
Blink. Action, Bonus Action, or Reaction: range 100 ft. Teleports the Aazerach 100 ft in any chosen direction. if the space is occupied, the obstruction gets pushed aside and takes 3d20 force damage. The Aazerach can use this action indefinitely.
The Aazerach can perform up to 3 legendary actions in a single turn. These actions recover every 5 turns.
Obliterate (Costs 3 Actions). The Aazerach fires a massive bolt of pure demonic energy. this does no damage to living matter, but does infinite damage to anything else (note that the attack does not include animate but inorganic beings, such as Iron Golems or Animated Armor).
Wardshatter (Costs 1 Action). The Aazerach creates a powerful shockwave emanating from it, extending for a hundred-foot sphere. Any creature caught in the blast has their AC halved and magical armor nullified.
Flaming Forest (Costs 1-2 Actions). The Aazerach slams the ground with its claws, and in a 200 foot radius, the ground bursts with purple flames. Any plants or plant-based creatures instantly die, and all others take 2d10 necrotic/fire damage. Dead plant-based beings burst into purple flames and deal 2d6 necrotic/fire damage on touch. they burn for 10 minutes. 1d20+8 large, black structures erupt from the earth, and look identical to the Aazerach's spines. These are coated in black fire that, when touched, is instantly lethal and engulfs the body and soul completely, preventing resurrection. Or, it can only deal the initial effect without the spires for half the cost.
Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Description
The Aazerach is a massive, terrifying reptilian horror. It has an innate sense for any being possessing knowledge that their deities, Fate and Destiny, have decreed should not. They have black skin wreathed in purple flames, however rare powerful variants are orange or green. Long, red talons extend from their feet. They possess five white eyes, but are completely blind and rely on Tremorsense. No being can escape their unbridled fury, even creatures more powerful than them, such as Ancient Krakens, Demon Lords, The Tarrasque, and even Gods. It shapeshifts to fit into different situations, but typically is roughly 80 feet tall, 140 feet long, and 80 tons.
Lair and Lair Actions
The Aazerach's lair is a large underground labyrinth made of obsidian and gnarled black trees and bramble. Blights, Shadows, Demons, Devils, and other fiends roam the infinite halls. It resides in a pocket dimension, and the only way to escape is to either kill or get permission to leave from the realm's 10 Caretakers, which are typically Bone Devils, Pit Fiends, Balors, Death Knights, Liches, Beholders, and Dragons. Or, you can call on permission from the Aazerach itself, but this typically results in instant death. The rare survivors (the even fewer number that retained their sanity) have compared it to the planes of Shadowfell, Abyss, the Maze Spell, and Limbo all put together.
Regional Effects
The region containing a legendary Aazerach’s lair is a reflection of the Aazerach, which creates one or more of the following effects:
- Magical items cease to work.
- The trees and plants are engulfed in purple necrotic fire.
- You have a disadvantage on Perception checks.
- Magic spells will fail 50% of the time, and dimension-switching spells never work.
- Melee attacks deal 3 less damage.
- You have a -2 to initiative.
If the Aazerach dies, these effects fade over the course of 1d4 days.
By magic damage, do you mean force damage?