Medium Humanoid, Chaotic Evil
Armor Class 25 (natural armor)
Hit Points 676 (33d20 + 330)
Speed 40 ft., Burrow 50 ft., Climb 60 ft., Fly 800 ft., Swim 70 ft.
STR
30 (+10)
DEX
11 (+0)
CON
30 (+10)
INT
30 (+10)
WIS
11 (+0)
CHA
11 (+0)
Saving Throws INT +19, WIS +9, CHA +9
Damage Resistances All
Damage Immunities Acid, Fire, Poison, Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Frightened, Paralyzed, Poisoned
Senses Blindsight 120 ft., Darkvision 120 ft, Tremorsense 120 ft, Truesight 500 ft, Passive Perception 10
Languages --
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

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

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

*dodges*. Any time Aegyptiacus is targeted by a magic missile spell, a line spell, or a spell that requires a ranged attack roll, roll a d6. On a 1 to 5, Aegyptiacus is unaffected. On a 6, Aegyptiacus is unaffected, and the effect is reflected back at the caster as though it originated from Aegyptiacus, turning the caster into the target.

Siege Monster.  Aegyptiacus deals double damage to objects and structures.

Actions

Multiattack. Aegyptiacus can use his Jumpscare. He then makes five attacks: one with his vampirism, two with his knuckle sandwich, one with his comically large fork, and one with his hoof kick. He can use his Consume instead of his vampirism.

Vampirism. Melee Weapon Attack: +19 to hit, reach 5 ft., one target. Hit: 36 (4d12 + 10) piercing damage. If the target is a creature, it is grappled (escape DC 20). Until this grapple ends, the target is restrained, and Aegyptiacus can’t use vampirism on another target.

Knuckle Sandwich. Melee Weapon Attack: +19 to hit, reach 15ft., one target. Hit: 28 (4d8 + 10) bludgeoning damage.

Comically Large Fork. Melee Weapon Attack: +19 to hit, reach 10ft., one target. Hit: 32 (4d10 + 10) piercing damage.

Hoof Kick. Aegyptiacus moves toward any creature in a 50 ft radius. He then makes a melee attack on that creature. The attack reaches 5 ft and deals 24 (4d6 + 10) bludgeoning damage, and it must succeed on a DC 20 Strength saving throw or be knocked prone.

Jumpscare. Each creature of Aegyptiacus's choice within 120 feet of him and aware of him must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if Aegyptiacusis within line of sight, ending the effect on itself on a success.

Consume. Aegyptiacus makes one vampirism attack against a Gargantuan or smaller creature it is grappling. If the attack hits, the target takes the vampirism’s damage, the target is consumed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside Aegyptiacus, and it takes 56 (16d6) acid damage at the start of each of Aegyptiacus's turns.

If Aegyptiacus takes 60 damage or more on a single turn from a creature inside it, Aegyptiacus must succeed on a DC 20 Constitution saving throw at the end of that turn or regurgitate all consumed creatures, which fall prone in a space within 10 feet of Aegyptiacus. If Aegyptiacus dies, a consumed creature is no longer restrained by him and can escape from the corpse by using 30 feet of movement, exiting prone.

Blinding Breath (Recharge 6). Aegyptiacus exhales a 15-foot cone of blinding dust. Each creature in that area must succeed on a DC 10 Dexterity saving throw or be blinded 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.

Acid Breath. Aegyptiacus exhales acid in a 90-foot line that is 10 feet wide. Each creature in that line must make a DC 22 Dexterity saving throw, taking 63 (14d8) acid damage on a failed save, or half as much damage on a successful one.

Slowing Breath. Aegyptiacus exhales gas in a 90-foot cone. Each creature in that area must succeed on a DC 22 Constitution saving throw. On a failed save, the creature can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the creature can use either an action or a bonus action on its turn, but not both. These effects last for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save.

Fire Breath.  Aegyptiacus exhales fire in a 90-foot cone. Each creature in that area must make a DC 24 Dexterity saving throw, taking 71 (13d10) fire damage on a failed save, or half as much damage on a successful one.

Weakening Breath.  Aegyptiacus exhales gas in a 90-foot cone. Each creature in that area must succeed on a DC 24 Strength saving throw or have disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws 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.

Cold Breath. Aegyptiacus exhales an icy blast in a 90-foot cone. Each creature in that area must make a DC 24 Constitution saving throw, taking 67 (15d8) cold damage on a failed save, or half as much damage on a successful one.

Paralyzing Breath. Aegyptiacus exhales paralyzing gas in a 90-foot cone. Each creature in that area must succeed on a DC 24 Constitution saving throw or be paralyzed 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.

Steam Breath (Recharge 5–6). Aegyptiacus exhales scalding steam in a 60-foot cone. Each creature in that area must make a DC 18 Constitution saving throw, taking 52 (15d6) fire damage on a failed save, or half as much damage on a successful one. Being underwater doesn't grant resistance against this damage.

Sleep Breath. Aegyptiacus exhales sleep gas in a 90-foot cone. Each creature in that area must succeed on a DC 21 Constitution saving throw or fall unconscious for 10 minutes. This effect ends for a creature if the creature takes damage or someone uses an action to wake it.

Legendary Actions

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

Attack.  Aegyptiacus makes one knuckle sandwich attack or hoof kick attack.

Move.  Aegyptiacus moves up to half its speed.

Vampirism (Costs 2 Actions).  Aegyptiacus makes one vampirism attack or uses its Consume.

Description

He loves killing people. He has vampirism. He is half-dragon. He has an eternal hunger for flesh. He is genuinely overpowered. He even strikes fear into the heart of the TARRASQUE. Wow. WARNING:THIS IS MORE POWERFUL THAN CR 30. ONLY USE IT IF YOU WANT TO EASILY KILL EVERY PC.

Previous Versions

Name Date Modified Views Adds Version Actions
4/18/2023 10:31:12 PM
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1
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Coming Soon
5/29/2023 2:52:15 PM
3
1
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Coming Soon
MadameRubyTheFirst

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