Gravity well. Each creature that starts within 120 ft of Allabar must make a dc 23 strength save or depending on Allabar's hit points the target is pulled towards Allabar.
550-400 = 5 ft, 400-300 = 10 ft, 300-200 = 15 ft, 200-100 = 20 ft, 100-1 = 30 ft.
All around vision. Allabar can see in every direction and can't be blinded.
Psychic boost. If Allabar takes psychic damage the next time it attacks it deals an extra 20 (4d10) psychic.
Legendary Resistance (4/Day). If Allabar fails a saving throw, it can choose to succeed instead.
Magic Resistance. Allabar has advantage on saving throws against spells and other magical effects.
Magic Weapons. Allabar’s weapon attacks are magical.
Multi attack. Allabar makes three tentacle attacks or if Allabar is below half hit points he makes four tentacle attacks.
Tentacle. Melee Weapon Attack: +10 to hit, reach 20 ft., 1 target. Hit: 26 (4d8 + 10) [Bludgeoning] damage and the target must make a dc 23 Constitution saving throw or be stunned until the end of their next turn.
Devour body. If a creature is on death saves Allabar may use this attack on them resulting in all death saves being failed the body being consumed by Allabar and Allabar regains 24 (4d12) hit points.
Allabar 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. Allabar regains spent legendary actions at the start of its turn.
Tentacle (Costs 1 Actions). Allabar makes a tentacle attack.
Psychic feedback (Costs 2 Actions). Allabar chooses one creature it can see that has damaged it in the last round of combat and that creature must make a dc 24 Wisdom save or be stunned until the end of Allabar's next turn.
Wrath of the forsaken world (Costs 3 Actions). Allabar releases a 25 ft radius blast centred on himself and each creature within the blast must make a dc 24 Constitution saving throw or take 24 (4d12) psychic damage and be stunned until the end of their next turn and if a stunned target uses a reaction for the next 1d4 rounds they take 10 (2d10) psychic damage. On a successful save they take half damage.
Description
As it wanders the sky, Allabar seeks to fulfill a dire vision of the cosmos. A few stars are not confined to stationary positions, bound to watch distant worlds and exert minimal influence. Allabar is one such star, and it has used its mobility to generate strife between the creatures of the stars and those of the world. In the early days of creation, the primordials created Allabar as a planet like the mortal world. The gods noticed the primordials' new creation and experimented with it, attempting to create a thinking, living planet. The gods managed to ignite a spark of life within the planet, but they feared the power that their creation possessed. Thus, they cast away the planet, AIlabar, into the Far Realm. In the Far Realm, Allabar was warped in body and mind, so when it returned to the cosmos millennia later, it came full of cunning and malevolence. In the intervening years, AIlabar has instigated the stars' hatred of the world. It has used its power to help create star spawn and transport them into the world to sow chaos, Its ultimate goal might be nothing short of the world's destruction, or it might plot something more Sinister-perhaps to transform the world into a perverted semblance of life, much like itself
Comments