Tiny Aberration, Chaotic Evil
Armor Class 23 (natural armor)
Hit Points 1845 (90d20 + 900)
Speed 50 ft., Burrow 50 ft., Fly 50 ft., Climb 50 ft., Swim 50 ft.
STR
1 (-5)
DEX
22 (+6)
CON
30 (+10)
INT
26 (+8)
WIS
22 (+6)
CHA
29 (+9)
Saving Throws CHA +18
Skills Perception +15
Damage Immunities Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 25
Languages all, Plane-wide telepathy
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

Greater Deity.  Tharizdun can’t be surprised, and he can't be affected or detected by spells of 5th level or lower unless she wishes to be.  In addition, Tharizdun is permanently under the effects of the detect evil and good and detect magic spells, always lands on target when casting the teleport spell, and is unaffected by difficult terrain.

Consuming Form.  When Tharizdun burrows, he leaves a 20-foot-diameter tunnel in his wake, no matter what size he is.

Legendary Resistance (5/day).  When Tharizdun fails a saving throw, he can choose to succeed instead.

Spellcasting.  Tharizdun is a 30th-level spellcaster.  He knows all cantrips and spells.  His spellcasting ability is Charisma (spell save DC 26, +18 to hit with spell attacks).  He has the following number of spell slots available: 1st level (at will), 2nd level (at will), 3rd level (at will), 4th level (at will), 5th level (4 slots), 6th level (3 slots), 7th level (3 slots), 8th level (2 slots), 9th level (2 slots), 10th level (1 slot), 11th level (1 slot), 12th level (1 slot). 

Inscrutable.  Tharizdun is immune to any effect that would sense his emotions or read his thoughts, as well as any divination spell that he refuses.  Wisdom (Insight) checks made to ascertain Tharizdun intentions or sincerity have disadvantage.

Regeneration.  Tharizdun regains 50 hit points at the start of his turn.  This trait doesn't function when Tharizdun is at 0 hit points.

Actions

Multiattack.  Tharizdun uses his Elder Presence and then makes three attacks, choosing from his Pseudopod, Mindfire Pulse, and Chaos Flare.  He can't use more than two of the same attack.  Instead of using those attacks, he can use his Drain and then cast one of his spells.

Elder Presence.   Each creature of Tharizdun's choice that is within 60 feet of Tharizdun and aware of him must succeed on a DC 26 Wisdom saving throw or become frightened or charmed for one minute (Tharizdun's choice).  A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.  If a creature's saving throw is successful or the effect ends for it, the creature is immune to the Tharizdun's Frightful Presence for the next hour.

Miasmal Explosion (Recharge 6).  Each creature within 120 feet of Tharizdun must make a DC 26 Dexterity saving throw, taking 130 (20d12) damage on a failed save, and half as much on a success.  Roll a d8 to determine the damage type; 1 is acid, 2 is cold, 3 is fire, 4 is lightning, 5 is thunder, 6 is poison, 7 is force, and 8 is necrotic.

Mindfire Pulse.  Each creature within 15 feet of Tharizdun must succeed on a DC 26 Constitution saving throw or take 21 (6d6) psychic damage and be pushed back 10 feet.

Pseudopod.  Melee Spell Attack: +18 to hit, range 15 ft., one target. Hit: 28 (3d12 + 9) bludgeoning, slashing, or piercing damage.

Drain.  Melee Spell Attack: +18 to hit, reach 30 ft., one creature. Hit: 38 (7d10) force damage.  The creature must make a DC 26 Wisdom saving throw.  On a failed save, the target’s Charisma score is reduced by 1d4.  If this effect reduces the target’s Charisma score to 0, the target dies, and the target’s soul gets pulled into Tharizdun, who regains hit points equal to the half the target’s hit point maximum.  The reduction to the target’s Charisma score lasts until removed by the greater restoration spell or similar magic.  A creature whose soul has been absorbed by Tharizdun can’t be restored to life by any magic until he is dead. 

Chaos Flare.  One creature within 120 feet of Tharizdun must succeed on a DC 26 Dexterity saving throw or take 22 (5d8) damage.  Roll a d8 to determine the damage type; 1 is acid, 2 is cold, 3 is fire, 4 is lightning, 5 is thunder, 6 is poison, 7 is force, and 8 is necrotic.

Change Size.  Tharizdun magically changes his size, choosing between Tiny, Small, Medium, Large, Huge, and Gargantuan.  His statistics remain the same.  Any equipment he is wearing or carrying transforms with him. 

Change Shape.  Tharizdun magically polymorphs into the vague form of any creature.  In a new form, Tharizdun retains all of his statistics and doesn't gain any of the creature's statistics.

Legendary Actions

Tharizdun can take 5 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.  Tharizdun regains spent legendary actions at the start of his turn.

Drain (Costs 3 Actions).  Tharizdun uses his Drain attack.

Sow Discord (Costs 2 Actions).  Tharizdun casts a spells.

Attack (Costs 2 Actions).  Tharizdun uses his Pseudopod, Mindfire Pulse, or Chaos Flare.

Change Form.  Tharizdun uses his Change Shape or Change Size action.

ILikeDucks9000

Comments

Posts Quoted:
Reply
Clear All Quotes