Large unknown, Any Chaotic Alignment
Armor Class 25 Shadowplate
Hit Points 493 (30d10 + 10)
Speed 100 ft.
STR
30 (+10)
DEX
30 (+10)
CON
30 (+10)
INT
30 (+10)
WIS
30 (+10)
CHA
30 (+10)
Saving Throws STR +19, DEX +19, CON +19, INT +19, WIS +19, CHA +19
Damage Vulnerabilities Fire, Radiant
Damage Resistances All
Damage Immunities Necrotic, Psychic; Bludgeoning, Piercing, and Slashing from Metal Weapons
Senses Truesight 200ft, Passive Perception 20
Languages All
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

Void Fissure: Zuerral starts it's turn within 30 feet of a 20x20 fissure. The height of the fissure increases with the size of the creatures that are summoned through it. When Zuerral is defeated the following occurs:

  • All creatures within 50’ of the fissure must make a DC 27 STR save.
  • On a failed save, the player takes 20d6 force damage, is pulled 10’ feet toward the fissure, and knocked prone. On a successful save, the creature takes half as much damage and is pulled 5' toward the fissure.
  • Anyone who is within 5' the fissure after making the save will be sucked into the fissure and lost within the void.
  • The fissure is then sealed shut.

Shadowed Form: Zuerral is immune to every single debuff, and cannot have its movement reduced by any means. It can also climb, swim, and navigate difficult terrain without issues.

Aura of Dominance: Zuerral has advantage on all saving throws, and every creature in a 60ft radius of Zuerral have disadvantage on all throws. In addition, every creature that can see Zuerral must make a DC 19 INT saving throw, or be Frightened for 1 minute. The Frightened creature can repeat the saving throw at the end of its turn, ending the effect early

Legendary Resistance (3/day): If Zuerral fails a saving throw, he may choose to succeed instead

Weapons Master: Zuerral has proficiency with every weapon he holds, and always has an arcane focus on hand

Amorphous: Zuerral can move through a space as narrow as 1 inch without having to squeeze

Spellcasting.
Zuerral is a 20th-level spellcaster. Its spellcasting ability is +10 (spell save DC 20, +10 to hit with spell attacks). Zuerral has following Elemental spells prepared:

Cantrips (at will): Chill Touch, Infestation, Poison Spray, Ray of Frost, True Strike, Vicious Mockery
1st level (10 slots): Cause Fear, Command, Ray of Sickness,  Unseen Servant
2nd Level (10 slots): Crown of Madness, Moonbeam, Ray of Enfeeblement, Vortex Warp
3rd Level (9 slots): Conjure Barrage, Spirit Guardians, Summon Undead, Vampiric Touch
4th Level (9 slots): Confusion, Summon Construct, Summon Elemental, Ice Storm
5th Level (8 slots): Antilife Shell, Cone of Cold, Contagion, Insect Plague
6th Level (7 slots): Circle of Death, Disintegrate, Wall of Ice, Summon Fiend
7th Level (6 slots): Finger of Death, Power Word: Pain, Whirlwind, Forcecage
8th Level (6 slots): Abi-Dalzim's Horrid Wilting, Feeblemind, Power Word: Stun, Reality Break
9th Level (5 slots): Wish, Time Stop, Power Word: Kill, Ravenous Void

Actions

Abyssal Tendril: Zuerral lashes shadowy whips at a target in melee range. Deals 4d12+10 Slashing damage at a 10ft range, +10 to hit

Multiattack: Zuerral may use Abyssal Tendril up to three times.

Dimensional Shift: Zuerral may choose a target he can see, and the target and Zuerral must make a WIS Saving throw. If Zuerral succeeds, he swaps places with his target, if the target succeeds, this spell does nothing.

Regenerate Magic (2/day): Zuerral attempts to regain all of his magic, and must make a DC INT 21 save. If he succeeds, he gains all his magic spell slots back, failing has it do nothing

Shadows of Despair: Zuerral spews out a large conjuration of shadows and mist, every creature in a 100ft radius around him must make a DC 20 CON save, failing the throw has the affected be afflicted with Blindness, Deafness, and Exhaustion, along with 5d12+10 Poison and Necrotic damage. Succeeding the throw halves damage, and the target is not afflicted

Summon Undead: Zuerral may make a INT roll to summon a random Undead creature, the CR of said creature is determined by a D20. CR is equal to the roll (rolling a 6 gets you a CR 6 Undead.) The creature must be summoned within 5 ft of Zuerrals fissure.

Legendary Actions

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

Void Warp: Zuerral may teleport to half of its movement speed without provoking opportunity

Descent into Despair: Zuerral may make an Abyssal Tendril attack, or a Dimensional Shift action

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

Zuerral: Gatekeeper of the Void: Shadow of Koios

It is said that Koios, the God of Chaos and Inquisition was once the most devastating being in all of existence. He unleashed his undead armies upon the lands, leaving them wrought with chaos and despair, until a powerful group of Slayers chained him down and stripped the darkness from his anatomy. 

The mind of Koios became clear, but the darkness took a form of it's own and continues the work that Koios once started.

Zuerral is an enigma, arriving and departing as it pleases. It travels the void between our world and the abyss and hungers for the cries and fear that come from destruction of the living.

Zuerral is a large amorphous figure that appears as shadows. It's dark presence strikes fear into the common man and turns the stomachs of the most brave of warriors. 

MOTORATONIA: DND 5e Text Play
Zuerral was designed for the MotorAtonia universe for use in Campaigns and PVE events. 

Join our Discord server and community if you would like to participate in text based 5e campaigns, pvp, and pve events. 

Previous Versions

Name Date Modified Views Adds Version Actions
7/28/2023 12:33:25 AM
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Monster Tags: DemonTitanShapechangerDemon Lordabberationmonstrosity

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