Gargantuan Aberration, Typically Neutral Evil
Armor Class 15 (natural armor)
Hit Points 1800 (16d20 + 112)
Speed 50 ft., fly 100 ft.
STR
27 (+8)
DEX
10 (+0)
CON
25 (+7)
INT
24 (+7)
WIS
15 (+2)
CHA
24 (+7)
Saving Throws INT +13, WIS +8, CHA +13
Skills History +0
Damage Immunities Acid, Lightning, Necrotic, Poison
Condition Immunities Charmed, Frightened, Poisoned
Senses Blindsight, Darkvision 240 ft., Tremorsense, Truesight, Passive Perception 12
Languages All, Deep Speech, Telepathy 240 ft. Abyssal
Challenge 18 (20,000 XP)
Proficiency Bonus +6
Traits

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

Unusual Nature. The horror doesn’t require air.

Actions

Multiattack. The horror makes one Bite attack and two Tentacle attacks.

Bite. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 22 (4d6 + 8) piercing damage.

Tentacle. Melee Weapon Attack: +14 to hit, reach 30 ft., one target. Hit: 18 (3d6 + 8) force damage, and if the target is a creature, it is grappled (escape DC 18). Until this grapple ends, the horror can’t use this tentacle against other targets. The horror has 1d8 + 1 tentacles, each of which can grapple one target.

Psychic Whispers (Recharge 5–6). The horror emits dreadful whispers in a 60-foot-radius sphere centered on itself. Each creature in the sphere that isn’t an Aberration must make a DC 21 Wisdom saving throw, taking 33 (6d10) psychic damage on a failed save, or half as much damage on a successful one.

Legendary Actions

Zelgrimmoth 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. Zelgrimmoth regains spent legendary actions at the start of its turn.

Crushing Tentacle. Zelgrimmoth crushes one creature it is grappling. The grappled creature must make a DC 22 Constitution saving throw, taking 18 (3d6 + 8) force damage on a failed save, or half as much damage on a successful one.

Stygian fog (Costs 2 Actions). Foul fog squirts from Zelgrimoth's entire being in a 30-foot line that is 5 feet wide. Each creature in the line must succeed on a DC 21 Constitution saving throw or take 14 (4d6) poison damage.

Teleport (Costs 2 Actions). Zelgrimmoth teleports, along with any creatures it is grappling, to an unoccupied space it can see within 120 feet of itself.

Mythic Actions

Zelgrimmoth can take 1 mythic action, choosing from the options below. Only one mythic action option can be used at a time and only at the end of another creature’s turn. Zelgrimmoth regains spent mythic actions at the start of its turn.

Summon tentacle. Zelgrimmoth can open a portal to the void realm from which a tentacle appears and attempts to grapple the closest creature. These tentacles act exactly as normal tentacles would with all the same abilities. Each tentacle can be killed and sent back to the void realm. A tentacle has 18hp and no armor.

Description

Zelgrimmoth is a colossal, malevolent entity that travels the Far Realm in search of sustenance. Drawn to the light of distant stars, Zelgrimmoth will invade Wildspace systems and lay waste to worlds. After feeding on the minds and bodies of a world’s inhabitants until it is sated, Zelgrimmoth usually returns to the void, where they fall into a deep sleep, drifting aimlessly until hunger or some other stimulus awakens them. 

Zelgrimmoth is roughly 100 feet tall, and its physical form is a seemingly impossible conglomeration of eyes, mouths, tentacles, and less recognizable organs and appendages.

Lair and Lair Actions

Zelgrimmoth sleeps in the bowels of a cavern hundreds of feet below the surface of the swamp. Upon entering the lair, players receive a sanity counter of 20 points and must succeed on a DC15 every turn or lost 1 point of sanity. If the player reaches 0 sanity they go insane and fall under the control of Zelgrimmoth.

Players can enter the void realm by traveling through the portals created by Zelgrimmoth's summoned tentacles. In the void realm, they will find Zelgrimmoth's brain. It is filled with eyes and pulsating. The brain has 250hp and is immune to eldritch magic, lightning, poison and necrotic damage. If the brain is attacked with lightning it heals half of the damage it was attacked for. The brain cannot attack but attacks made on it are rolled at disadvantage. After attacking the brain, players receive the Zelgrimmoth's Saliva buff. This protects them from damage outside of the void realm and all damage dealt to them is halved. This buff lasts for one turn or until the player takes damage. 

Habitat: SwampUnderdark

Gilman1031

Comments

Posts Quoted:
Reply
Clear All Quotes