Gargantuan Aberration, Chaotic Evil
Armor Class 1
Hit Points 820 (40d20 + 400)
Speed 0 ft., fly 10 ft.
STR
30 (+10)
DEX
1 (-5)
CON
30 (+10)
INT
1 (-5)
WIS
1 (-5)
CHA
30 (+10)
Saving Throws STR +19, CON +19, INT +4, CHA +19
Damage Resistances Cold, Fire, Force, Necrotic
Damage Immunities Psychic, Radiant, Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Blindsight 500 ft., Darkvision 1 mile, Passive Perception 5
Languages All, telepathy 1 mile
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

Death Collapse. If Tharizdun dies, it starts to collapse. While it can no longer take any actions, its Living Black Hole  trait remains active. Its pulling distance increases by 30 feet on each subsequent turn until Tharizdun collapses, as Tharizdun loses control over its gravitational acceleration. All creatures and objects that enter Tharizdun's space take 135 (30d8) force damage, have their age reduced by 1d10 years and are instantly transported to the Astral Plane.

In addition, at the start of each of Tharizdun's turns, all creatures within 500 feet of it must make a DC 25 Constitution saving throw, taking 9 (2d8) radiant damage on a failure or half as much on a success. This radiant damage increases by 9 (2d8) on each subsequent turn until Tharizdun collapses.

After 2d4 turns have passed, Tharizdun finally collapses on its next turn, resulting in a massive shockwave rippling through the entire plane. When this happens, each creature within 1 mile of Tharizdun must make a DC 25 Constitution saving throw. On a failure, it takes 45 (10d8) force damage and 45 (10d8) bludgeoning damage. A creature within 500 feet or less of Tharizdun instead takes 90 (20d8) force damage and 90 (20d8) bludgeoning damage and is sent to the Astral Plane on a failure. Creatures take half as much damage on a successful saving throw. Any affected creature that is not sent to the Astral Plane instead is flung 10d10 x 10 feet away.

After 10d100 years have passed, Tharizdun is reborn somewhere within the Abyss and becomes active once again.

Dark God's Maw. A creature that enters Tharizdun's space has a 90% chance to be sent to the Abyss. If this happens, it takes 90 (20d8) force damage, its age is reduced by 1d10 years and it and travels through a wormhole to a random layer of the Abyss. Otherwise, the creature is disintegrated immediately and can't be brought back to life by any means short of a wish spell.

Nonmagical objects entering Tharizdun's space  are consumed and disintegrated instantly. Magical items are sent to the Abyss and have a 10% chance to have their properties altered in a way determined by the DM.

Entity of Entropy. Tharizdun ignores difficult terrain, neither nonmagical nor magical effects can reduce its speed and it is immune to forced movement. It doesn't require food, drink or air and can move through solid objects, consuming and disintegrating them in the process.

In addition, Tharizdun is immune to Divination magic and any Divination spell cast within or targeting a point within 1 mile of Tharizdun fails.

Immutable Existence. Tharizdun is immune to any spell or effect that would alter its form or send it to another plane of existence.

Innate Spellcasting. Tharizdun's spellcasting ability is Charisma (spell save DC 27). It can innately cast the following spells, requiring no components:

Legendary Resistance (5/Day). If Tharizdun fails a saving throw, it can choose to succeed instead.

Living Black Hole. The area within 60 feet of Tharizdun is filled with blackness, cold and otherworldly slurping and splashing noises and works like a hunger of hadar spell. The area within 120  feet of Tharizdun counts as difficult terrain due to the intense gravity and is filled with magical darkness. Tharizdun's gravity in that area is strong enough to hold creatures airborne even if they lack a flying speed.

A creature that starts its turn within 1 mile of Tharizdun and is not grappled by its tentacles must succeed on a DC 25 Strength saving throw or be pulled 30 feet closer towards Tharizdun.

Magic Resistance. Tharizdun has advantage on all saving throws against spells and other magical effects.

Radiant Absorbtion. Whenever Tharizdun is subjected to radiant damage, it takes no damage and instead regains a number of hit points equal to the radiant damage dealt.

Actions

Multiattack. Tharizdun can use its Wail of Hunger and then makes four attacks, Alternatively, it uses its Gravity Surge and casts one of its spells.

Fangs of Darkness. Melee Weapon Attack, +19 to hit, reach 60 feet, one target. Hit: 36 (4d12+10) piercing damage plus 18 (4d8) necrotic damage. The target must make a DC 25 Wisdom saving throw or is blinded until cured by a lesser restoration or similar magic. A creature killed by that attack is immediately consumed and disintegrated by Tharizdun and can't be brought back to life by any means short of a wish spell.

Void Tentacle.  Melee Weapon Attack, +19 to hit, reach 300 feet, one target. Hit: 28 (4d8+10) cold damage plus 9 (2d8) acid damage. The target must make a DC 25 Constitution saving throw. On a failure, it is grappled (escape DC 20) by the tentacle. Until the grapple ends, the creature is restrained.

Wail of Hunger. Tharizdun emits deep and eerie wailing, moaning and grinding sounds. Each creature within 500 feet of Tharizdun must make a DC 25 Wisdom saving throw or be frightened by Tharizdun for 1 minute. Creatures that suffer from at least one madness induced by Tharizdun's effects or abilities have disadvantage on the saving throw as to them, it appears as if Tharizdun was talking to them.

Creatures frightened in that way also are deafened, as they hear nothing but Tharizdun's wail, and if they are concentrating, they need to make a DC 25 Constitution saving throw at the start of each of their turns or drop concentration.

Creatures who fail the saving throw by 5 or more succumb to the wails and feel an urge to move towards Tharizdun. They must use their movement and take the dash action on their turn to move towards Tharizdun.

A frightened 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, it becomes immune to Tharizdun's Wail of Hunger for the next 24 hours.

Gravity Surge (Recharge 5–6).  Tharizdun emits powerful gravitty waves infused with otherworldly magic. Each creature within 500 feet of Tharizdun must make a DC 25 Constitution saving throw. On a failure, it takes 45 (10d8) force damage, gains a level of exhaustion and becomes corrupted. On asuccess, it takes only half as much damage without any additional effects.

A corrupted creature's flesh twists in alien ways, as powerful gravitational forces pull on it. The creature starts losing memories of its past, has disadvantage on attack rolls and if it tries to cast a spell, it must first succeed on a DC 15 Intelligence check, or the spell fails and is wasted. The corrupted creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Reactions

Radiation Jets. When Tharizdun disintegrates a creature, it uses its reaction to emit a pulse of invisible, corrupting radiation. Each creature within 120 feet of Tharizdun must make a DC 25 Constitution saving throw, taking 22 (5d8) radiant damage on a failure or half as much on a success, while Tharizdun itself regains 22 (5d8) HP. In addition, creatures who fail the saving throw are poisoned by radiation until the end of their next turn and shed dim light within a 5-feet radius, thus they can't benefit from being invisible.

Absorb Energy. When a creature within 120 feet of Tharizdun casts a spell, Tharizdun can force it to make a DC 25 Wisdom saving throw. On a failure, the spell fails as Tharizdun consumes its energy and regains HP equal to 5 times the spell's level. 

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 its turn.

Attack. Tharizdun makes an attack with its Fangs of Darkness or Void Tentacles.

Move. Tharizdun moves up to its speed.

Magic of the Dark God (Costs 2 Actions). Tharizdun casts one of its spells.

Empower Singularity. (Costs 2 Actions)  All creatures within 1 mile of Tharizdun must make a DC 25 Strength saving throw or are pulled 30 feet closer towards it.

Consume Life Energy. (Costs 2 Actions). Tharizdun absorbs the life energy of one creature it is grappling. The creature must make a DC 25 Constitution saving throw. On a failure, it gains a level of exhaustion and takes 45 (10d8) necrotic damage. On a success, it takes half as much damage without any additional effects. A creature killed by that action is immediately consumed and disintegrated by Tharizdun and can't be brought back to life by any means short of a wish spell.

Whispers from another World (Costs 3 Actions). All creatures within 120 feet of Tharizdun start hearing weird, incomprehensible whispers in their minds. Each affected creature must make a DC 25 Intelligence saving throw. On a failure, it takes 36 (8d8) psychic damage, gains a long-term madness and suffers from the effects of a feeblemind spell until the end of its next turn. On a success, it takes half as much damage and suffers no additional effecrs.

Description

Tharizdun is an utterly incomprehensible being. One of the primordial gods, it is wicked beyond reckoning. Considered to be a god of eternal darkness, destruction, entropy, malign knowledge, insanity, and cold, its ultimate goal is to consume everything, the entire multiverse and whatever lies beyond.

Sentient Black Hole. Tharizdun appears as an almost infinite, formless, swirling mass of darkness so dark not even truesight can pierce it. Close to its center, this mass of darkness is riddled with sharp teeth, and it can create writhing, otherworldly tentacles hundreds of feet in length. To some these tentacles appear more like heavy chains, a reminiscence to the chains used to imprison Tharizdun. In addition, lightning bolts occasionally flicker within this all-consuming darkness, accompanied by deep and powerful roaring and grinding noises.

Most notably though, as described by scholars, Tharizdun is nothing else than a sentient, living Black Hole, and its dark maw is its event horizon. Everything within a mile of Tharizdun -  objects, creatures and even light - is twisted and pulled on by unimaginably strong gravitational forces, until it enters Tharizdun's maw and is consumed. Destroyed, deleted from existence.

Creator of the Abyss. Tharizdun, a being of pure evil, created the Abyss and the demons living within it by corrupting a part of the then newly created elemental chaos. Ever since then, the Abyss represented the alignment of Chaotic Evil within the great wheel. The act of creating the abyss was considered to be so evil that even other evil gods decided to work together with good gods to take action, something that happened never before and has not happened since.

The Chained God. The creation of the Abyss could not be undone, but as a response to its creation, good and evil gods joined forces to imprison Tharizdun. Enormous magical chains were summoned to hold Tharizdun tight within its prison somewhere within the Ethereal Plane. Warnings were spoken and powerful magic was used to seal the prison shut, once and for all. If the Chained God were to escape, this could very well be the end for the multiverse. Ever since then, Tharizdun was referred to as the Chained God by those who wanted to avoid calling it by its true name.

Tharizdun's prison represents a huge, bloated crystal from the outside, which is roughly one mile in diameter. At the inside however, lie the remnants of another multiverse that was destroyed by its own version of the Abyss known as the Voidharrow. This place was chosen as a prison for Tharizdun as it represented the kind of utterly destroyed world Tharizdun wanted to create.

Cults of Tharizdun. The Chained God's doctrine is to consume and to destroy everything, and to spread eternal darkness. Worshippers and clerics of the Chained God often are insane, trying to find ways to free Tharizdun from its prison. These ways include dark rituals and even human sacrifices. As worshipping of Tharizdun is considered evil and often forbidden, cults of the Chained God act in secrecy and come together in hidden temples.

One of the most influential cults of Tharizdun was the Scarlet Brotherhood, a splinter sect of the Black Brotherhood. Even non-humanoid creatures are reported to have worshipped Tharizdun, such as aboleths who did it out of hatred for the true gods that destroyed their empire.

Due to Tharizdun's imprisonment, it cannot grant its wirshippers powers in a direct way unlike other deities. Instead they have to use objects or perform rituals at sites that contain some of the dark god's power. Such sites, remnants of ancient times, of a forgotten, dark age, occasionally are found during archaeological excavations - with terrible consequences for these archaeologists.

There even are stories of people being tricked into worshipping Tharizdun when they actually wanted to worship a different entity. For example, there have been cults who believed they were worshipping the destructive powers of the elements themselves, represented by the princes of elemental evil, but they actually and unknowlingly were worshipping Tharizdun.

Lair and Lair Actions

Tharizdun warps reality around itself, no matter where it is. On initiative count 20 (losing initiative ties), Tharizdun can take a lair action to cause one of the following effects:

  • Satellite Singularities. Tharizdun creates up to two secondary singularities centered on points within 300 feet of it. These singularities work like the hunger of hadar spell and last for 1 minute or until tharizdun uses this lair action again. While these singularities persist, Tharizdun can target any creature within 150 feet of at least one of them with its void tentacles, extending them from the secondary singularity's center.
  • Maddening Pulse. Tharizdun causes otherworldy energy to pulse through the entire plane. Any creature within 500 feet of Tharizdun must succeed on a DC 22 WIsdom saving throw or take 18 (4d8) psychic damage and gain a long-term madness.
  • Liquify Surfaces. Tharizdun targets a point on the ground within 300 feet of it. The surface within a 60-foot radius centered on that point starts to liquify due to intense gravitational forces pulling on it violently. The area becomes difficult terrain and any creature that starts its turn on the ground within the area takes 18 (4d8) force damage and must succeed on a DC 22 Dexterity saving throw or falls prone.  Furthermore, small tentacles start to grow within the twisted area, which always point into the direction of Tharizdun as if it was pulling on them, and debris from the area is pulled into Tharizdun, forming a 30-foot radius vortex that reaches all the way from the affected area to Tharizdun, dealing 18 (4d8) bludgeoning damage to any airborne creature that starts its turn within the vortex. The effect lasts for 1 minute or until Tharizdun uses this lair action again.
  • Children of the Dark God. A planar rift opens originating from a point within 500 feet of Tharizdun, which is up to 10 feet wide and up to 120 feet long. Any creature in the area of the rift is pushed aside, takes 9 (2d8) force damage and 9 (2d8) bludgeoning damage, and cannot enter the rift by any means. Darkness seeps through the rift, which is filled with writhing tentacles. Two of either star spawn seers or star spawn larva mages or a nightwalker or a frost wormcrawl out of the rift. These monsters look like they are made of otherworldy darkness, are considered fiends (demons) and are under Tharizdun's control and unaffected by its abilities. The rift lasts until the next initiative count 20, the creatures that came out of it remain for 1 hour or until they die.

Regional Effects

The plane Tharizdun is on is warped by its sheer existence, resulting in one or more of the following effects:

  • Cosmic Waves. Powerful waves of cosmic energy ripple through the entire plane. Creatures on the entire plane suffer from intense nightmares and cannot benefit from any rest. Any creature that remains on that plane for more than 8 hours must succeed on a DC 20 Wisdom saving throw or gain a long-term madness.
  • Space-Time Distortions. Tharizdun's presence causes distortions in reality. Time moves slower closer toTharizdun and faster further away from it. Creatures might randomly be affected by slow or haste spells depending on where they are; and they age slower the closer they get to Tharizdun's maw. Furthermore distances appear longer or shorter than they actually are, straight ways may appear twisted and curvy and so on, which makes navigating a lot more difficult.
  • Eternal Night. When Tharizdun arrives on a plane, it shrouds it with eternal night. Initially, a 1-mile radius centered on the Void is filled with eternal, nonmagical darkness. On each successive day, the radius increases by another mile, until it shrouds the entire plane.
  • Chains of the Abyss. In parts of the plane shrouded in Tharizdun's eternal night, large chains made of dark metal wrap around buildings and other structures as if they were trying to pull them into the abyss. They represent the chains that were used to imprison Tharizdun and are magically and physically impossible to break. Some of these chains emerge from deep rifts that open forcefully. A creature that remains within Tharizdun's eternal night for more than 8 hours must succeed on a DC 20 Strength saving throw or become restrained by these chains. The chains fade away and release whatever they are holding when the Tharizdun is within 500 feet of it, ready to consume it.

Previous Versions

Name Date Modified Views Adds Version Actions
5/3/2021 1:33:08 PM
178
6
--
Coming Soon
5/11/2021 2:44:47 PM
75
1
1.0.1
Coming Soon
5/12/2021 10:57:56 AM
400
8
1.2
Coming Soon
8/18/2021 10:18:31 AM
107
1
1.3
Coming Soon
8/18/2021 5:27:10 PM
119
1
--
Coming Soon
3/14/2023 11:19:34 PM
1233
24
--
Coming Soon
3/19/2023 12:36:41 PM
463
0
--
Coming Soon
3/20/2023 5:40:08 PM
486
0
--
Coming Soon
3/29/2023 9:40:13 PM
489
0
--
Coming Soon

Habitat: GrasslandHillMountain

Semako

Comments

Posts Quoted:
Reply
Clear All Quotes