Huge Aberration, Chaotic Evil
Armor Class 22 (natural armor)
Hit Points 390 (20d20 + 180)
Speed 0 ft., Fly 20 ft.
STR
10 (+0)
DEX
3 (-4)
CON
28 (+9)
INT
25 (+7)
WIS
24 (+7)
CHA
25 (+7)
Saving Throws CON +15, INT +13, WIS +13, CHA +13
Skills Arcana +13, History +13, Perception +13
Damage Resistances Cold, Fire, Lightning; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Poison, Psychic
Senses Truesight 120 ft., Passive Perception 23
Languages All, Telepathy 120 ft.
Challenge 20 (25,000 XP)
Proficiency Bonus +6
Traits

Contamination. The Core Spawn Eminence emits an aura of corruption 30 feet in every direction. The ground in the aura is difficult terrain for other creatures. Any creature that starts its turn in the aura must succeed on a DC 20 Constitution saving throw or take 14 (4d6) necrotic damage. A creature that succeeds on the save is immune to this Core Spawn Eminence’s Contamination for 24 hours.

Legendary Resistance (3/Day). If the Core Spawn Eminence fails a saving throw, it can choose to succeed instead.

Magic Resistance. The Core Spawn Eminence has advantage on saving throws against spells and other magical effects.

Magical Void. On initiative count 20, roll a d10 and subtract the result from 9. This outcome is the maximum spell level that can be used by any creature that is not the Core Spawn Eminence. This effect lasts until the next initiative count 20 or the Core Spawn Eminence is dead. If a creature attempts to cast a spell of a level that this ability prevents, the spellslot and components are still expended, and the Core Spawn Eminence regaisn a number of hitpoints equal to the level of the spell.

 

Actions

Multiattack. The Core Spawn Eminence makes three Chain attacks, and it uses Vile Orb.

Chain. Melee Weapon Attack: +13 to hit, reach 20 ft., one target. Hit: 20 (2d12 + 7) force damage.

Vile Orb. The Core Spawn Eminence hurls an orb at one creature it can see within 120 feet of it. The target must succeed on a DC 20 Dexterity saving throw or take 31 (9d6) radiant damage.

Spellcasting. The Core Spawn Eminence casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 21):

At will: command, black tentacles, dominate person

1/day: feeblemind

Warp Creature. The Core Spawn Eminence targets up to three creatures it can see. Each target must make a DC 23 Constitution saving throw. On a successful save, there is no effect. On a failed save, the target is poisoned, which causes it to also gain 1 level of exhaustion. While poisoned in this way, the target must repeat the saving throw at the start of each of its turns. Three successful saves against the poison end it, and ending the poison removes any levels of exhaustion caused by it. Each failed save causes the target to gain another level of exhaustion. Once the target reaches 6 levels of exhaustion, it dies and instantly transforms into a living Core Spawn Emissary under the Core Spawn Eminence’s control. If a Core Spawn Crawler is targeted by this ability it automatically fails its saving throw and gains 3 levels of exhaustion instead of 1. The transformation of the body can be undone only by a wish spell. If the saving throw failed by 6 or more, roll on the Flesh Warping table and apply the effect immediately.

Legendary Actions

The Core Spawn Eminence 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 Core Spawn Eminence regains spent legendary actions at the start of its turn.

Cast a Spell. The Core Spawn Eminence uses Spellcasting.

Hurl Orb. The Core Spawn Eminence uses Vile Orb.

Warp (Costs 2 Actions). The Core Spawn Eminence uses Warp Creature.

Description

Flesh Warping

Creatures that encounter a Core Spawn Eminence can be twisted beyond recognition. Whenever a creature fails a saving throw against the Core Spawn Eminences' Warp Creature effect, you can roll percentile dice and consult the Flesh Warping table to determine an additional effect.

A creature can willingly submit to flesh warping, an agonizing process that takes at least 1 hour while the creature stays within 30 feet of the Core Spawn Eminence. At the end of the process, roll once on the table (or choose one effect) to determine how the creature is transformed permanently.

Flesh Warping

d100 Effect
01–05 The color of the target’s hair, eyes, and skin becomes blue, red, yellow, or patterned.
06–10 The target’s eyes push out of its head at the end of stalks.
11–15 The target’s hands grow claws, which can be used as daggers.
16–20 One of the target’s legs grows longer than the other, reducing its walking speed by 10 feet.
21–25 The target’s eyes become beacons, filling a 15-foot cone with dim light when they are open.
26–30 A pair of wings, either feathered or leathery, sprout from the target’s back, granting it a flying speed of 30 feet.
31–35 The target’s ears tear free from its head and scurry away; the target is deafened.
36–40 Two of the target’s teeth turn into short tusks.
41–45 The target’s skin develops bark-like scales, granting it a +1 bonus to AC but reducing its Charisma by 2 (to a minimum of 1).
46–50 The target’s arms and legs switch places, preventing the target from moving unless it crawls.
51–55 The target’s arms become tentacles with fingers on the ends, increasing its reach by 5 feet.
56–60 The target’s legs grow incredibly long and springy, increasing its walking speed by 10 feet.
61–65 The target grows a long, thin tail, which it can use as a whip.
66–70 The target’s entire eyes turn black, and it gains darkvision out to a range of 120 feet.
71–75 The target swells, tripling its weight.
76–80 The target becomes thin and skeletal, halving its weight.
81–85 The target’s head triples in size.
86–90 The target’s ears become wings, giving it a flying speed of 5 feet.
91–95 The target’s body becomes unusually brittle, causing the target to have vulnerability to bludgeoning, piercing, and slashing damage.
96–00 The target grows another head, causing it to have advantage on saving throws against being charmed, frightened, or stunned.

Previous Versions

Name Date Modified Views Adds Version Actions
10/15/2022 12:21:10 AM
7
1
--
Coming Soon

Habitat: Underdark

Philll

Comments

Posts Quoted:
Reply
Clear All Quotes