Gargantuan Aberration, Typically Chaotic Evil
Armor Class 15 Natural Armor
Hit Points 60 (5d12 + 30)
Speed
STR
23 (+6)
DEX
14 (+2)
CON
20 (+5)
INT
26 (+8)
WIS
26 (+8)
CHA
8 (-1)
Saving Throws STR +9, INT +11
Damage Vulnerabilities Slashing from a Vorpal Sword
Condition Immunities Frightened, Unconscious
Senses Passive Perception 20
Languages --
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Traits

Warped Presence. As soon as anyone sees this Cthulhu then they as well as the The Unfathomable One are transported to a singular bridge where the target is, floating above a massive ocean made from blood that expands to as far as the eye can see where The Unfathomable One emerges from

Complete Insanity. Anytime something with an intelligence score above 8 is hit, they must make a DC 16 Intelligence or Wisdom saving throw or be afflicted with the homebrew status affect Insanity. 

Blood Hexed. Directly on The Unfathomable One's eyes are his blood hexes, whenever either of them are hit he takes twice as much damage and conjures 3 tentacles from the bloodied ocean, these are platforms however they automatically have an initiative of 10 and can attack and move every 2 turns. There also is another blood hex on a massive tentacle that lies underneath the conjured bridge that holds it to The Unfathomable One's chest level.

False Hex. There is a large false blood hex on The Unfathomable One's head, when struck the Trapped Illusion reaction can be used, there also are more of these false blood hexes on his back, along the bottom of his tentacles summoned from the Blood Hexed trait, in The Unfathomable One's jaw, on his stomach, and on the top of his hands, and on it's neck

Actions

Fist. Melee Weapon Attack: +5 to hit, reach 20 ft., 6 targets. Hit: 12 (2d12) bludgeoning damage. 

Insanity's Lenses. The Unfathomable One gazes into the eyes of one target, the target is exposed to madness, unclear gibberish, horrid hallucinations unlike that of any seen before. they must make a DC 17 intelligence/Wisdom saving throw or suffer 3d8 Necrotic damage and suffer madness.

Tentacle Portal/Grab. Ranged Weapon Attack: +4 to hit, range 10/80 ft., 1 target. Hit: 12 (2d10 + 2) Force damage. The target must also make a DC 10 Dexterity saving throw or take 1d4 more force damage and be teleported onto a tentacle, if there are no current tentacles then the target is teleported to The Unfathomable One's head (which is a 30x30 difficult terrain area/slope)

Bonus Actions

Tentacle Conjuring. The Unfathomable One conjures multiple (1-4) tentacles that take up a 15x30 ft area, these function as a platform but can also attack, the tentacles automatically have an initiative of 15 and can only attack every 3 turns.

Reactions

Trapped Illusion. Whenever a false hex is struck, a large tentacle OR the head of a serpent is summoned immediately, the target must make a DC 15 Dexterity saving throw or either be grappled, restrained, blind, deaf, and prone or take 3d6 piercing damage based off of what is summoned, alternatively a magical force is summoned, the target must make a DC 16 Dexterity saving throw or take 2d8 force damage and be forced back onto the bridge

Description

The Unfathomable One is an eldritch being that has existed from the beginning, when The Unfathomable One came across a bridge that exists within it's very own plane he added to it, at first he added a moon, then he added a sea for it, then he added a night sky, and finally he added some stars. There within he stayed, and rests within his bridge, unaware of a curse that has infected him; a curse of blood.

Behavior. The Unfathomable One is a very friendly entity and loves visitors, he always conjures accommodations for others and aids others in return for short visits, the way others can get to his plane is a spectral aspect he sends out who teleport others to him. Alternatively there is a physical bridge that stands alone across a great lake in the material plane, any who go onto it are transported to the entity's realm for a visit.

Spectral Aspects. The Unfathomable One sends out spectral aspects in the image of him but made of stars and connected constellations. these speak any and all languages and go out inviting others with friendly chat and tea. However, when the blood moon curse takes over these spectral projections become a tainted red and aggressive, kidnapping and teleporting others to meet their untimely demise

The Blood Moon. Whenever a blood moon rises the curse within him stirs, and he becomes corrupted, controlled, twisted, taken over by the blood moon by hexes. He gains this stat block and becomes aggressive to any who come to him. The speech of The Unfathomable One is incomprehensible and impossible to understand and his eyes are detailed to the very finest; messy yet not. Insanity takes over him and any other who falls victim to him and his aspects.

Eldritch Being. The Unfathomable One does not need to eat, sleep, drink, or be provided with any substance.

Madness. Madness is a status effect that has 3 stages; Madness, Insanity, and Singularity. 

  • Madness: The target cannot take any reactions or bonus actions and constantly hears voices, but only faintly.
  • Insanity: The previous effects of madness no longer are effective, instead the target's alignment changes is constantly changing in a order; LG, NG, CG, LN, N, CN, LE, NE, CE. alongside this voices are constant and the target must make a DC 5 Wisdom saving throw or listen to the voices. What the voices say is up to the Dungeon Master but is typically insane, untrusting, evil, nonsensical, or very random. 
  • Singularity: The voices overtake the target, the target becomes one with the voices and has been lost. The target is completely insane and acts on every little impulse and thought. refers to themselves as "we" and has no or little coherent thoughts

Lair and Lair Actions

The bridge has been here since the dawn of time, a beautiful blue moon has always accompanied it, but The Unfathomable One is the creator of the ocean around it and the only one to willingly access it. When it got corrupted by the blood moon it got corrupted, the ocean turning red. now the only way to purify the beautiful sight is to purge it's weakened creator... good luck.

Lair Actions

On initiative count 14. the The Unfathomable One takes a lair action to cause one of the following effects; The Unfathomable One can’t use the same effect two rounds in a row:

  • Serpent Dance. A serpent rises from the ocean and shifts the bridge up above The Unfathomable One's head, everyone must make a DC 13 Dexterity saving throw or take 2d6 necrotic damage.
  • Insanity's Eye. The moon rises to the sky and is engulfed in yellow and orange flames, the flames calm down into more of an aura, anyone who can see the moon must make a DC 14 intelligence saving throw or suffer the Insanity effect.

Lair Actions work as it's own creature with a unique initiative, which is always an automatic 20, whenever it is the lair's turn it can take one of the actions above.

 

Habitat: Underwater

ninjaspider08

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