Gargantuan Aberration, Lawful Evil
Armor Class 16 (natural armor)
Hit Points 618 (34d20 + 261)
Speed 25 ft., swim 40 ft.
STR
26 (+8)
DEX
18 (+4)
CON
28 (+9)
INT
15 (+2)
WIS
16 (+3)
CHA
20 (+5)
Saving Throws STR +14, CON +15, WIS +9
Skills Deception +9, Insight +7, Perception +7
Damage Resistances Psychic
Damage Immunities Necrotic
Senses Blindsight 600 ft., Passive Perception 17
Languages Celestial, Common, Elvish, Telepathy 120 ft.
Challenge 20 (25,000 XP)
Proficiency Bonus +6
Traits

Deadly Critical. The Tormented scores a critical hit on a roll of 19 or 20 and rolls the damage dice three times, instead of twice.

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

Divinely Blessed. The Tormented can’t be surprised and can’t be changed into another form against his will.

Whirlwind of Weapons. A magical aura of weapons surrounds The Tormented in a 10 foot radius. At the start of each of his turns, any other creature in the aura takes 14 (3d6) Physical damage.

Legendary Resistance (2/Day). If The Tormented fails a saving throw, he can choose to succeed instead.

Actions

Multiattack. The Tormented makes two Grasping Hand attacks and one Entropic Touch. Alternatively he can make four Weapons of Yore Attacks. 

Grasping Hand. Melee Weapon Attack: 1d20+14 to hit, reach 5 ft., one target. Hit: 15 4d6+8 force damage, and if the target is a Medium or smaller creature, it is grappled (escape DC 15). The Tormented has five free hands, each of which can grapple one target. If Grappling Hands hits a grappled creature, the creature must make a DC 15 Con save or be Stunned.

Spear of Entropy. Melee Weapon Attack+16 to hit, reach 5 ft., one target. Hit: 16 (4d8 + 11) necrotic damage, and the target must succeed on a DC 19 Constitution saving throw or gain one level of exhaustion.

Weapons of Yore. 
Ranged Weapon Attack: +10 to hit, range 150/600 ft., one target. Hit: 17 (3d8 + 4) Physical damage.

Void Eyes (Recharge 5–6).
The nightwalker looks at up to four creatures that are not constructs or undead within 300 feet of The Tormented. Each target must make a DC 19 Constitution saving throw, taking 39 (6d12) necrotic damage on a failed save, or half as much damage on a successful one. The Tormented then regains a number of hit points equal to half the total damage taken by all affected creatures.

Legendary Actions

 The Tormented 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. The Tormented regains spent legendary actions at the start of his turn.

Attack. The Tormented makes one Grasping Hand or Weapons of Yore attack.

Creeping Death (Costs 2 Actions). The Tormented chooses a point on the ground that he can see within 100 feet of him. A cylinder of swirling necrotic energy 60 feet tall and with a 10-foot radius rises from that point and lasts until the end of The Tormented next turn. Creatures in that area are vulnerable to necrotic damage.

Mimicry of Torog (Costs 3 Actions). Each creature within 60 feet of The Tormented must succeed on a DC 19 Wisdom saving throw or use its reaction to make a melee weapon attack against a random creature within reach. If no creatures are within reach, it makes a ranged weapon attack against a random creature within range, throwing its weapon if necessary. This attack is made with advantage and gains a +4 bonus to the damage roll.

Lair and Lair Actions

Lair Actions
Rising from the lake are fallen temples to Sehanine the Moon Weaver, Avandra the Change Bringer, and Corellon the Arch Heart, imagined into being by the despairing and lonely Apotheon. These structures stand atop 20-foot-tall rocky isles. Regardless of his current form, The Tormented can draw on the power of these profane ruins to take lair actions. Each lair action is associated with a particular site; when a lair action is used, the corresponding ruin glows with bright crimson light that lingers until initiative count 20 of the next round. On initiative count 30 (losing initiative ties), The Tormented can take one of the following lair actions; he can’t take the same lair action two rounds in a row:

Predathos's Eye. 
The Tormented causes a pulse of red energy to ripple in from the edge of the Heart. He instantly knows the locations, health and stats of all creatures on the in the Heart of Despair. He also knows how much damage each of these creatures has taken, what resistances or immunities they have, and what conditions or abilities are affecting them, as well as the tactics they are employing.

Corellon’s Charm. 
The Tormented causes a magical wisp of light to emerge from Corellon’s ruined temple (area H3). The wisp enters the body of one creature The Tormented can see that isn’t inside Corellon’s ruined temple or atop the rocky island that supports it. The creature must succeed on a DC 15 Wisdom saving throw or be charmed by The Tormented until initiative count 20 of the next round.

Sehanine's Ruse. 
Disorienting illusory images flit out from Sehanine's temple. The Tormented chooses four creatures in the lair, excluding those in Sehanine's temple, the Targets must succeed on a DC 15 Wisdom saving throw or have disadvantage on Attack Rolls and a 20 percent chance to miss aim save based spells (Roll 1d8 to determine direction, starting at North and going Clockwise, then roll 4d10 to determine distance, round down) until initiative count 20 on the following round.

Avandra's Reform. 
A flood of gold leaks from Avandra's ruined temple washing over a blessing or curse. The Tormented chooses an active spell of 5th level or lower that he’s aware of, that's not in Avandra's Temple, and ends the spell. The area around the effect becomes Difficult Terrain out to a range of 10 times the spells level, regardless of movement type. The Tormented ignores this effect.

Prayers to the Gods. 
A character can use an action to pray to Avandra, Corellon, or Sehanine in the deity’s prayer site. The character must succeed on a DC 15 Wisdom (Religion) check, and the check has advantage if the character is a worshiper of that god. On a successful check, the profane ruins atop the island melt away, and The Tormented can no longer use the lair action associated with that prayer site. In addition, The Tormented  takes 14 (4d6) psychic damage, regardless of his current form.

ZadroN

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