Large Aberration, Chaotic Evil
Armor Class 18 Natural armour
Hit Points 210 (20d10 + 100)
Speed 50 ft., Climb 40 ft.
STR
22 (+6)
DEX
18 (+4)
CON
20 (+5)
INT
14 (+2)
WIS
14 (+2)
CHA
10 (+0)
Saving Throws STR +11, CON +10
Skills Stealth +13
Damage Vulnerabilities Fire, Radiant
Damage Resistances Poison, Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Passive Perception 12
Languages Deep Speech, Undercommon.
Challenge 14 (11,500 XP)
Proficiency Bonus +5
Traits

 

  • Astral Disintegration: Once every 5 minutes (50 turns), the Astral Disintegrator can use its action to charge up an orb of dark energy. On the following turn, it can fire the orb at a target within 120 ft. of it. The target must succeed on a DC 18 Dexterity saving throw or take 55 (10d10) necrotic damage and begin to disintegrate, withering away as their soul is transported to the astral plane. The target takes an additional 55 (10d10) necrotic damage at the start of each of their turns, and the effect can be ended with a remove curse or greater restoration spell.

  • Natural Armor: The Astral Disintegrator's chitinous exoskeleton provides it with natural armor, giving it an Armor Class of 18.

Actions
  • Multiattack: The Astral Disintegrator can make two claw attacks and one bite attack in the same turn.

  • Claw: Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 20 (3d8 + 6) slashing damage.

  • Bite: Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 22 (4d6 + 6) piercing damage.

  • Scythe Claw (Recharge 5-6): The Astral Disintegrator can make one scythe claw attack, which has a range of 60 ft. and requires a ranged attack roll. Hit: 55 (10d10) necrotic damage.

Bonus Actions

Accelerated Movement: As a bonus action, the Astral Disintegrator can expend one charge of its disintegration ability to move up to its speed without provoking opportunity attacks. While using this ability, it can move through difficult terrain and climb surfaces without needing to make an ability check. The Astral Disintegrator can use this ability once per round.

Reactions

Reactive Disintegration: When the Astral Disintegrator is hit by a melee attack, it can use its reaction to release a burst of dark energy in a 10-foot radius around itself. All creatures within the area must succeed on a DC 18 Dexterity saving throw or take 22 (4d10) necrotic damage and begin to disintegrate, withering away as their soul is transported to the astral plane. The effect can be ended with a remove curse or greater restoration spell. The Astral Disintegrator can use this reaction once per round.

Description

The Astral Disintegrator is a large, aberrant creature standing over 10 feet tall with a chitinous exoskeleton that provides natural armor. Its body is reminiscent of a spider's, with four pairs of long, slender legs that allow it to climb surfaces and move with incredible speed. The legs are not hairy and end in sharp, hooked claws that the creature can use to cling to surfaces and tear apart its prey. At the front of its body, it has two additional dagger-like claws, each as long as a human arm, which it uses to create its deadly orb of dark energy. Its eyes are small and beady, glowing a sinister red, and it emits a low hissing sound as it moves.

Behaviorally, the Astral Disintegrator is a relentless predator, driven by its insatiable hunger for living souls. It is a solitary creature that stalks the shadows of the Underdark, striking from the darkness to capture its prey. The Astral Disintegrator is highly intelligent, capable of devising cunning traps and ambushes to capture its prey, and it is not above using its disintegration ability to intimidate and control other creatures. The Astral Disintegrator has no interest in conversation or diplomacy, and it attacks anything it perceives as a potential source of sustenance.

Lair and Lair Actions

The lair of the Astral Disintegrator is located deep within the Underdark, hidden in a labyrinthine network of tunnels and caverns. The lair itself is a large, cavernous chamber with smooth, chitinous walls that reflect the eerie, pulsing light of the creature's disintegration orb. The chamber is littered with the bones and discarded armor of previous victims, and the air is thick with the stench of decay.

In the center of the chamber is a large, crystalline structure that seems to amplify the energy of the Astral Disintegrator's disintegration ability. The structure glows with a sickly, purple light, and it pulses with dark energy every few minutes. The Astral Disintegrator uses this structure to charge its disintegration orb, and it fiercely defends it from any intruders.

The lair is also guarded by a number of lesser aberrant creatures that the Astral Disintegrator has subjugated, including giant spiders, intellect devourers, and cloakers. These creatures serve as the creature's eyes and ears in the Underdark, and they alert the Astral Disintegrator to any potential threats.

louishorton11y

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