Large Aberration, Chaotic Evil
Armor Class 22 (natural armor)
Hit Points 367 (21d20 + 147)
Speed 60 ft.
STR
27 (+8)
DEX
14 (+2)
CON
25 (+7)
INT
16 (+3)
WIS
15 (+2)
CHA
19 (+4)
Saving Throws DEX +9, CON +14, WIS +9, CHA +11
Skills Perception +16, Stealth +9
Damage Immunities Acid, Necrotic, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Exhaustion, Frightened, Petrified, Poisoned
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 26
Languages --
Challenge 21 (33,000 XP)
Proficiency Bonus +7
Traits

Corrupting Influence. When Abysm deals damage to a creature, that creature is corrupted and must make a DC 19 Constitution saving throw once a day. A creature that fails three saving throws loses its sense of self and mutates. Most creatures that mutate undergo physical change, see their alignment change to chaotic evil, and many even become undead. Creatures that become corrupted can only be healed through use of Greater Restoration, Heal, or the Wish spell. Select creatures are immune to this effect.

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

Magic Weapons. Abysm's weapon attacks are magical.

Replication. Abysm recovers 20 HP at the start of its turn. When in a stand-by state, Abysm spreads its corruption through tendrils that work their way through the ground.

Unbreathing. Abysm does not need to breathe and is immune to any effect similar to stinking cloud.

Wall Walk. Abysm can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Actions

Multiattack. Abysm makes five attacks: two with its claws and one with each of its three tails.

Claw. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 15 (2d8 + 8) slashing damage and 15 (2d8 + 8) necrotic damage.

Tail. Melee Weapon Attack: +15 to hit, reach 20 ft., one target. Hit: 14 (2d6 + 8) bludgeoning damage. If the target in Large or smaller, it is grappled (escape DC 23), and Abysm can't strike another target. 

Piercing Glare. Each creature of Abysm's choice that is within 120 feet of it and aware of it must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute. 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 Abysm's Piercing for the next 24 hours. Should a creature fail its saving throw to Piercing Glare twice, that creature is paralyzed as well as frightened.

Putrefactive Eruption (Recharge 5–6). Abysm projects innumerable tendrils of corrosive ichor in a 60-foot radius around it. Each creature in that area must make a DC 22 Dexterity saving throw, taking 67 (15d8) acid damage on a failed save, or half as much damage on a successful one.

Legendary Actions

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

Detect. Abysm makes a Wisdom (Perception) check.

Tail Attack. Abysm makes a tail attack.

Pounce. Abysm leaps up to half its movement and makes a claw attack. A creature hit by this attack must make a DC 23 Strength saving throw or be knocked prone.

Lair and Lair Actions

Abysm resides deep within the bowels of the planet where it passively allows its corruption to spread. It connects to the surface world through ducts carved by its tendrils. Upon breaching the surface, Abysm's corruption spreads, creating wells that bubble up and warp the land around it. The tunnels are coated by a hardened ichor, giving them an alien black-purple sheen.

Lair Actions

On initiative count 20 (losing initiative ties), Absym takes a lair action to cause one of the following effects; Abysm can’t use the same effect two rounds in a row:

  • Pools of ichor that Abysm can see within 120 feet of it surge outward in a grasping tide. Any creature on the ground within 20 feet of such a pool must succeed on a DC 15 Strength saving throw or be pulled up to 20 feet into the ichor and knocked prone. Any creature that fails its saving throw has disadvantage on its next saving throw to avoid succumbing to corruption.
  • A cluster of spikes 10 feet in length formed of hardened ichor erupt from all surfaces in a 20-foot-radius sphere centered on a point Abysm chooses within 120 feet of it. The cluster remains until Abysm dismisses it as an action, uses this lair action again, or dies. Any creature caught in the cluster when it appears must make on a DC 15 Dexterity saving throw, taking 10 (3d10) piercing damage and becoming poisoned on a failed save, or half as much damage and not poisoned on a successful one. The cluster of spikes acts as difficult terrain.
  • Magical darkness spreads from a point Abysm chooses within 60 feet of it, filling a 15-foot-radius sphere until Abysm dismisses it as an action, uses this lair action again, or dies. The darkness spreads around corners. A creature with darkvision can’t see through this darkness, and nonmagical light can’t illuminate it. If any of the effect’s area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.

Regional Effects

The region connected to Abysm's lair is warped by the effects of its corruption, weakening the barrier between different planes of existence. This weaken facilitates the production of tears which creates one or more of the following effects:

  • The land within 20 miles of the well undergoes drastic change seemingly at random. This can range from the inversion of gravity or even the manipulation of time itself.
  • Creatures that come in contact with either the well, contaminated water, or creatures that have already been corrupted or mutated, will become corrupted themselves, turning hostile.
  • Plants can either grow at an accelerated rate, gain mobility, or completely wither away.

If the region is stabilized and purified, and the tear closed, all mutations will begin to fade, though those who'd already been corrupted will remain. 

Previous Versions

Name Date Modified Views Adds Version Actions
5/12/2023 1:27:20 AM
34
2
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