Medium Aberration, Neutral Evil
Armor Class 27 (natural armor)
Hit Points 238 (27d8 + 146)
Speed 30 ft.
STR
14 (+2)
DEX
16 (+3)
CON
16 (+3)
INT
25 (+7)
WIS
22 (+6)
CHA
19 (+4)
Saving Throws INT +15, WIS +14, CHA +12
Skills Arcana +39, Insight +32, Perception +34, Stealth +21
Damage Resistances Acid, Cold, Fire, Force, Lightning, Necrotic, Poison, Thunder, Damage from Spells
Damage Immunities Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Stunned
Senses Truesight 120 ft., Passive Perception 33
Languages All, Telepathy 120 ft.
Challenge 28 (120,000 XP)
Proficiency Bonus +8
Traits

Keen Sight. The Nothic Magi has advantage on Wisdom (Perception) checks that rely on sight.

Magic Resistance. The Nothic Magi has advantage on saving throws against spells and other magical effects.

Legendary Resistance 5 x day. If the Nothic Magi fails on a savings throw it may choose to instead succeed.

Spellcasting. The Nothic Magi is an 20th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 22, +9 to hit with spell attacks). The Nothic Magi can cast disguise self and greater invisibility at will and has the following wizard spells prepared:

Cantrips (at will): fire bolt, light, mage hand, prestidigitation, shocking grasp

1st level 6 slots): detect magic, color spray, mage armor*, magic missile

2nd level (6 slots): detect thoughts, mirror image, misty step

3rd level (6 slots): counterspell, fly, lightning bolt

4th level (5 slots): banishment, fire shield, stoneskin*

5th level (4 slots): cone of cold, scrying, wall of force

6th level (3 slots): globe of invulnerability

7th level (2 slots): teleport

8th level (1 slot): mind blank*

9th level (1 slot): time stop

*The Nothic Magi casts these spells on itself before combat.

Signature Spells. Signature spells are certain arcane spells that the Nothic Magi can cast without a spell slot or requiring material components.

(At Will). shield, cloud of daggers, aganazzar's scorcher, arcane lock, borrowed knowledge, crown of madness, bestow curse, blink, identify, magic circle, intellect fortress, fabricate, plane shift, nondetection, pass without trace.

Obscure Arcana. Obscure arcana are eldritch secrets, spells shown to the Nothic Magi which they may cast once per long rest.

(1 x day each) divine word, forcecage, regenerate, reverse gravity, sequester, symbol, tether essence, demiplane, feeblemind, maddening darkness, maze, reality break, foresight, imprisonment, ravenous void, time ravage, weird.

Actions

Multiattack. The nothic makes two claw attacks.

Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 8) slashing damage.

Rotting Gaze. The nothic magi targets one creature it can see within 80 feet of it. The target must succeed on a DC 20 Constitution saving throw against this magic or take 49 (7d12) necrotic damage.

Weird Insight. The nothic targets one creature it can see within 30 feet of it. The target must contest its Charisma (Deception) check against the nothic’s Wisdom (Insight) check. If the nothic wins, it magically learns one fact or secret about the target. The target automatically wins if it is immune to being charmed.

Spell Casting. The Nothic Magi casts a spell.

Reactions

Signature Spell. The Nothic Magi casts one of it's signature spells.

Legendary Actions

(3 per turn) Regains all expended legendary action at the start of a combat round.

A Glimpse of The Truth. The Nothic Magi touches one creature within 5 foot of it forcing the creature to gain insight into the dark realities and secrets of creation, the creature must succeed on a DC 35 WIS savings throw or take 100 points of psychic damage and gain one indefinite madness of the DM's choosing. On a successful save the creature takes 50 points of psychic damage and are not maddened.

Description

A nothic is a monstrous creature with terrible talons and a single great eye. When driven to violence, it uses its horrific gaze to rot the flesh from its enemies’ bones.

Some times on rare occasions powerful wizards in search of arcane secrets turn their sights to the mysterious Far Realm and will even attempt to traverse dimensions to reach that alien place. Upon reaching that Nightmarish realm these mages will transcend mortal limits preconceived ideas and even such things as their own sanity. Though the power they find is vast and hither to unfathomable they are eventually consumed by the very arcane power they sought left as an insane being of instinct and vast magical power beyond mortal control.

Preferring to work in subtle ways Nothic Magi typically choose to remain unseen by a combination of it's greater invisibility, pass without trace, and nondetection spells. Driven by thoughts and desires most mortals can only guess at Nothic magi often form magical contracts with mortal creatures and are excellent Warlock patrons. Warlocks contracted to a Nothic Magi are typically seekers of obscure knowledge themselves and rarely (if ever) know what the ends of their patrons might or might not be guiding them towards.

Nothic Magi are solitary creatures preferring solitude and isolation to interaction with other entities. Always contemplating and scheming towards some greater goal.

Habitat: UnderdarkUrban

Zika_Kai

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