Huge Aberration, Chaotic Evil
Armor Class 28 Plate
Hit Points 1527 (54d12 + 1180)
Speed 90 ft., Fly 60 ft.
STR
30 (+10)
DEX
28 (+9)
CON
30 (+10)
INT
18 (+4)
WIS
21 (+5)
CHA
30 (+10)
Saving Throws STR +19, DEX +18, CON +19, CHA +19
Skills Athletics +28, Perception +23, Survival +23
Damage Resistances All damage but Force, Radiant, and Psychic
Damage Immunities Acid
Condition Immunities Exhaustion, Frightened, Paralyzed, Petrified, Poisoned
Senses Truesight 120 ft, Passive Perception 24
Languages --
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

Nurgle’s Champion. Nurgle’s foul blessings power the poisons around this creature. All poison damage dealt by this creature ignores resistance and immunities. 

This creatures form cannot be changed by a will outside of Nurgle’s own. 

This creature is “immune” to diseases

Any poison damage done to this creature heals it instead.

Caustic Reprisal. Slashing or piercing damage doing greater than 30 damage to Mortarion in one hit causes a spray of ‘blood’. Make a dexterity saving throw DC 15, take 4d6 acid damage on failure, half on success.

Actions

 Mortarion can take 5 actions each turn. Each of the actions listed below cost 1 action.

Gloaming blight. Two thuribles are held aloft on either side of Mortarion by two monstrous insects I’d like clumps of tumorous growth. Mortarion takes 1 of his actions to activate this on the first turn, after that the poison will continue to seep out centered around the thurible. Poisonous gas emanates from the thurible on the right side of Mortarion. In a 30ft circle emanating from the thurible the following effects are observed:

(1d8 + 1) d6 poison damage to all creatures DC 20 constitution saving throw. Poisons on failure. On success take half damage

The two creatures have an AC of 18 and 30 HP. They have resistance to all damage type except radiant and force. If these creatures are killed the damage filed won’t move but the poison will continue to seep through.

Life Eater. Mortarion takes 1 of his actions to activate this on the first turn, after that the gas will continue to seep out centered around the thurible. The thurible held aloft on the left side of Mortarion releases a strange gaseous substance. Creatures that fall within 60 ft centered around the thurible will be affected as follows:

Creatures starting or ending their turn are affected and must make DC 24 Constitution saving throw. On failure creatures take 8d8 necrotic damage. The amount of damage taken reduces the Max HP by the damage dealt. On failure the damage repeats at the start of each of Mortarions turn. 

Greater Restoration will stop the damage ticks as will the Flames of Isha. HP max can only be restored using either Heal (to increase HP that was reduced by the amount healed) or Wish (to remove debuff entirely) spell

Scythe. (+19 to hit)  Slashing scythe attack, does cleaving damage in a 15 ft arc centered around the target. Does 4d12 +12 force damage

Search. Mortarion can take an action to search the area DC 26 Perception. 3 success will allow Mortarion to activate his Syphon ability. Mortarion can only perform the searches if there is no one within 60 ft of him or if there is a downed PC in the room.

Syphon. Mortarion breaks down the barrier trapping Shard of the Pale Night and syphon its power. Players with proficiency in Arcana can make a DC 30 Arcana check to stop the syphon if they are within 30 ft of Mortarion. Syphon takes 1 turn to activate and Mortarion channels it till the end of his next turn. If this channel is not stopped the fight ends in defeat as Mortarion absorbs the power from the shard. The air crackles around him as putrid blight appears from warp, any creature alive takes on the corrupting influence of Nurgle’s breath. Nendless to say bad time is had by all trapped in this pocket dimension. 

Bonus Actions

Command Helpers. 

Mortarion can use a bonus action to command any followers of Nurgle present. (Will mostly be used to have the poison field be moved by the flying creatures)

The thuribles can go up to 20 ft away from Mortarion

 
Reactions

Scythe. (+19 to hit) Mortarion can swing his scythe for creatures leaving his 15ft range. The cleaving effect of the scythe is still in effect. 4d12 + 12 force damage

Legendary Actions

The Avatar of Mortarion can take 5 legendary action, 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 Avatar of Mortarion regains spent legendary actions at the start of its turn.

 This creature has 5 legendary resistances. Recharges at dawn

Abhor the witch. Chaotic energies swirl around Mortarion, reacting to the magic used around him (120 ft range). Hatred old and deep warps reality around him, weakening the boundaries between the realms. Every time a spell is cast, Mortarion can use one of his legendary action to roll a d20 roll with the following effects 

Roll of 1 - 5 : Flames of Isha - Flames spring forth from the air around the creature casting the spell. In a 60 ft circle all creatures take 4d6 damage. These cleansing flames remove all negative conditions being suffered. (Will not remove the HP max reduction caused by the Life Eater condition)

Roll of 6 - 10: Psychic storms fill the area (90 ft centered around the creature casting the spell). All creatures must make a DC 20 dexterity save taking 8d10 lightning damage, half damage on success

Roll of 11 - 15 : A golden light emanates from within the wisps of chaotic energies circulating around Mortarion. All creatures are healed for 70 points. Mortarion takes 70 radiant points of damage.

Roll of 16 - 20: Mortarion uses a strange relic firing in a 60 ft cone centered around the spell caster. 1d20 shots fired from the relic weapon, each shot does 1d8 damage. Creatures in the cone can make a DC 18 dexterity saving throw taking half damage on success

 

Creature of the Warp. Presence of the creature bends reality around it. It can warp through barriers both physical and magical, simply choosing to walk through barriers that might affect its movement. Mortarion can spend 1 legendary action to move 90 ft

 

Reap (Costs 3 actions). (+19 to hit) Mortarion focuses on a single creature and takes a massive swing of his scythe. If the creature being targeted is hit, the creature will take (1d12 +1) d12 force damage. Other creatures on a 20 foot arc centered on the targeted creature must make a DC 15 dexterity check, taking same damage on failure half damage on success

Once used, roll 1d100 on subsequent turns prior to using a legendary action. Recharges on a roll of 70+

 

Scythe. (+19 to hit) Mortarion can spend 1 legendary action to make a scythe swing. Slashing scythe attack, does cleaving damage in a 15 ft arc centered around the target. Does 4d12 +12 force damage


Grandfather’s blessing (costs 5 actions).
Mortarion selects a creature and bestows upon them the gift of Nurgle. Make an opposed athletics check. If Mortarion succeeds, he lifts the creature in the air feeds them a piece of Nurgle’s fruit.(Succeeding the saving throw will stop the effects from progressing). The affected creature takes the following effects: 

First round : Affected creature takes the following effects. 

  • Death : Deep agonies fills your body, your blood burns and muscles deform as strange growths sprout in your body. You feel parts of your body die only to be healed again. Affected creature makes a DC 24 Constitution saving throw. (DC increases by 2 based on any other existing debuff present on the character). Takes 4d8 necrotic and 4d6 poison damage, affected creature also falls prone on failure. 
  • If a character fails the constitution saving throw ask them for a charisma saving throw DC 26. On success the creature is healed for 90 HP. You reach down deep into yourself to fight the infection as it takes hold of your body. A strange light touches the edge of your consciousness and within its calming embrace you find unexpected reprieve from this madness.
  • Rebirth : If a creature hp falls to 0 while under the effect of Grandfathers blessing they are instead revived with full HP with 1 level of exhaustion. The effect of the Blessings persist on rebirth.

Second round : Affected creature takes the following effects.  

  • Death : Old wounds start to open back up, the tumorous growth grow and begin to burst seeping boiling pus that melts through what it touches. Affected creature takes 6d8 necrotic damage and 6d6 acid damage. 

  • Decay : The pain you feel turns to euphoria and you begin to look forward to more as the gifts of Nurgle spread across your body. Make a Charisma saving throw DC 26, the effects end on success. On failure all future saving throws to save against the effect of this Grandfather’s Blessing will be at disadvantage. Affected creature makes a DC 26 Constitution saving throw. On failure affected creatures armor class is reduced by 5 and it’s movement speed is reduced by 10
  • Rebirth : If a creature hp falls to 0 while under the effect of Grandfathers blessing they are instead revived with full HP with 1 level of exhaustion. The effect of the Blessings persist on rebirth.

Third round : Affected creature takes the following effects.  

  • Death : Affected creature makes 1 DC 28 constitution saving throw. On failure characters HP is reduced to zero as their body is overwhelmed with the effects running through their system.

  • Decay : Creature makes a DC 28 charisma saving throw. On success character stays at 0 HP but can be revived. 

  • Rebirth : If creature fails the saving throw above their body mutates horribly, pustules growing and bursting, body twisting as tumorous growth morphs the shape. Players character is revived at 50% of their HP as an NPC under the control of Nurgle. 

Description

Avatar of Mortarion: The ritual completed, the air crackles above the obelisks as the whine surround them dies down. In a moment that stretches out into a horrible lifetime, you hear tormented screams of the damned as the air shatters like glass. Out of the tear steps in a foul creature terrible to behold as horrible cheering and laughing now fills in the space between the anguished cries of millions. 

The air feels heavy as this entities presence seems to cause the weave and reality itself to recoil around this creature. As the creatures begins materializing the crack in the air hums with power as do all remaining creatures of Nurgle in the battlefield. Existing creatures of Nurgle sacrifice 200 Hit points to complete the ritual of summoning. The tear in space closes as the Mortarions Avatar is made physical in this realm. 

 

Avatar of Mortarion: 18 ft tall. Decked out in a strange plate armor cracked in places, seeping with pus, blood and poison. Enormous leathery wings stretch out from his back.

Two thuribles are held aloft on each side of Mortarion. Each thurible is about a foot across. Each is held aloft by two nurglings which look like bloated pustulated insectoid tumorous growth with wings.

Uncovered face wearing a strange device around his mouth and nose.

Carries a 25 foot long scythe. There seems to be a strange hum emanating from the blade of the scythe. 

 

Sanity: Player Characters who successfully make their saving throws against Gloaming blight, Life eater or Grandfathers blessings lose their sanity as they are exposed to the madness of the twisted realm that Mortarion hails from. at the start of every round roll 1d4 and reduce that from the overall sanity a player character has (overall sanity = wisdom + intelligence  + charisma modifiers) 

Reducing Sanity has the following affects:

Loss of 1 - 5 : Disadvantage on Wisdom or intelligence based checks made to determine the nature of the creature being observed. 

Loss of 6 - 10 : Disadvantage on Charisma based saving throws against the creature. Previous debuffs remain

Loss of 11 - 15 : Make a DC 15 perception check before every attack. On failure, attack will be made against a random creature and not the creature that was originally targeted. Previous debuffs remain. 

Loss of 16+ : Affected creature suffers a break in their sanity, Sanity break actions to be determined based on discussion between player beforehand. Previous debuffs remain

Lost sanity can be regained based on player background. Most likely not during the fight

 

Previous Versions

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