Legendary Resistance (5/day). If Areal fails a saving throw, he can choose to save instead.
Creature Sense. Areal is aware of the presence of creatures within 2 miles of him that have an intelligence score of 4 or higher. It knows the distance and direction to each creature, as well as each creatures Intelligence score, but can't sense anything else about it. A creature protected by a mind blank, or a nondetection spell, or similar magic can't be perceived in this manor.
Magic Resistance. Areal has advantage on saving throws against spells and other magical effects.
Shattering Presence. Areal's attacks ignore damage resistances and anything that says damage he can choose the damage type.
Repugnant Recovery. Whenever Areal should take damage of a type he's immune to he ignores it and instead heals that many hit points and reflects the damage back.
Tragic Aptness. If Areal rolls a 9 or lower on a skill check or saving throw he's proficient in, he can treat the roll as a 10.
Abhorrent Reawakening (recharges after a long rest). If Areal is reduced to 0 hit points, his current hit point total instead resets to 500 hit points, he recharges his Peculiar Disgorge and Mind Blast, and regains all expended uses of Legendary Resistance. Additionally he can use two more legendary actions per round and can use the option in the "Mythic Actions" section until he takes a long rest. Award a party party an additional 155,000 XP (310,000 XP total) for defeating Areal after is Abhorrent Reawakening activates.
Multiattack. Areal can use two of the following actions, if available.
Peculiar Disgorge (Recharge 5-6). Areal regurgitates moist, unstable psionic energy that fills a 120-foot cone and hits all creatures in that area and temporarily coats the ground. Each creature in that area must make a DC 24 Constitution saving throw, taking 102 (8d12 + 50) damage and is frightened of Areal on a failed save, or half as much and isn't frightened on a successful one.
Farcical Blast. Areal can target two creatures within 60 feet, they both must make a DC 26 Charisma saving throw or Areal deals 72 (16d8) damage divided between the two in any amount. If one target makes the save, they can take all of the damage or allocate it all the other target. If they both make the save then all damage is halved.
Mind Blast (Recharge 4-6). Areal magically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a DC 22 Intelligence saving throw or take 31 (4d12 + 5) damage and be stunned for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Tentacle (Mythic Form Only). Melee Weapon Attack: +13 to hit, reach 30 ft., one target. Hit: 20 (4d8 + 2) damage. If the target is a Huge or smaller creature, it is grappled (escape DC 23) and takes 9 (1d8 + 5) psychic damage at the start of each of its turns until the grapple ends. Areal can have up to four targets grappled at a time.
Eye Rays (mythic form only). Areal can use two of the following eye ray effects.
- Telekinetic Ray. If the target is a creature, it must succeed on a DC 22 Strength saving throw or Areal moves it up to 30 feet in any direction. It is restrained by the ray’s telekinetic grip until the start of Areal’s next turn or until Areal is incapacitated.
If the target is an object weighing 300 pounds or less that isn’t being worn or carried, it is moved up to 30 feet in any direction. Areal can also exert fine control on objects with this ray, such as manipulating a simple tool or opening a door or a container. - Sleep Ray. The targeted creature must succeed on a DC 22 Wisdom saving throw or fall asleep and remain unconscious for 1 minute. The target awakens if it takes damage or another creature takes an action to wake it. This ray has no effect on constructs and undead.
- Petrification Ray. The targeted creature must make a DC 22 Dexterity saving throw. On a failed save, the creature begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified until freed by the greater restoration spell or other magic.
- Disintegration Ray. If the target is a creature, it must succeed on a DC 22 Dexterity saving throw or take 45 (10d8) damage. If this damage reduces the creature to 0 hit points, its body becomes a pile of fine gray dust.
If the target is a Large or smaller nonmagical object or creation of magical force, it is disintegrated without a saving throw. If the target is a Huge or larger object or creation of magical force, this ray disintegrates a 10-foot cube of it.
Spellcasting. Areal casts one of the following spells, requiring no material components and using Constitution as the spellcasting ability (spell save DC 27, spell attack +19).
At will: Chromatic orb, detect magic, mage armor, misty step, tasha's mind whip, lightning bolt
3/day: darkness, mirror image, raulothim's psychic lance, darkness
2/day: blight, dimension door, mirror image, fear, synaptic static
1/day: arcane gate, mental prison, power word stun, psychic scream
Metaphysical Link. Areal can target a creature he can see or sense with his Creature Sense trait and establishes a metaphysical link with the target. Areal can perceive everything the target senses. They are aware something has linked to their mind when the link is established, and Areal can terminate the link at any time. The target can use an action to break the link, doing so on a DC 29 Charisma save. On a successful save, the creature takes 24 (7d6) damage. The link also ends if Areal and the target are more than two miles apart. Areal can maintain a metaphysical link with up to ten creatures at once.
Sense Thoughts. Areal targets a creature with which it has a metaphysical link. Areal gains insight into the target’s emotional state and foremost thoughts (including worries, loves, and hates). This gives him advantage on saving throws against them and them disadvantage on hit rolls against him for 1 minute, this effect ends if the metaphysical link is broken.
Warped Teleport. Areal teleports, along with any equipment he is wearing or carrying, up to 40 feet to an unoccupied space he can see. He can cause each creature of his choice within 15 feet of his destination to take 21 (6d6) damage. He regains hit points equal to half the psychic damage dealt from this teleport.
Areal can take up to two reactions per round but only one per turn.
Eccentric Counterspell. Areal babbles a nonsensical sound to interrupt a creature he can see casting a spell. If the spell is 4th level or lower, it fails and has no effect. If the spell is 5th level or higher, Areal makes a Charisma check (DC 10 + the spell's level). On a success, the spell fails and has no effect. No matter the spell's level the caster takes 33 (6d10) damage.
Twisted Rebuke. In response to taking damage, Areal babbles nonsense, dealing 26 (4d12) damage to the attacker. They also have to make a DC 29 Charisma saving throw or become restrained by translucent tentacles.
Areal can take 3 legendary actions, choosing from the options below. He can take only one legendary action at a time and only at the end of another creature’s turn. Areal regains spent legendary actions at the start of his turn.
Move (Costs 1 Action). Areal can take the Dash action.
Farcical Blast (Costs 1 Action). Areal can use his Farcical Blast action.
Shatter Concentration (Costs 2 Actions). Areal targets a creature, they must make a DC 29 Charisma save or the target's concentration on a spell they cast or an ability it is maintaining ends and the target takes 19 (3d12) damage.
If Areal's Abhorrent Reawakening has been activated since his last long rest, he can use the options below as legendary actions.
Recharge (Costs 2 Actions). Areal can recharge either Mind Blast or Peculiar Disgorge if they've been expended.
Eye Rays (Costs 2 Actions). Areal can use the Eye Rays action.
Lair and Lair Actions
Enter a description of your monster's lair here.
Lair Actions
On initiative count 20 (losing initiative ties), Areal takes a lair action to cause one of the following effects; Areal can’t use the same effect two rounds in a row:
- Areal can babble and summon a whistler, he can use this effect six times a day.
- Areal can call eldritch tendrils to lash creatures in place, in a 20-foot square eldritch tendrils lash out and any creature caught in it must make a DC 23 Dexterity saving throw, on a fail they take 42 (12d6) bludgeoning damage and become restrained. On a success they take half as much damage and aren't restrained.
Regional Effects
The region containing Areal’s lair is warped, which creates one or more of the following effects:
- Walking through the area feels like stepping through a thick liquid.
- People in this area have the feeling of someone looking over their shoulder.
- Anyone who sleeps in this area allows Areal to enter their dreams and their mind.
If the Areal dies, these effects fade over the course of a d100 times five days.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
8/11/2023 9:07:52 PM
|
25
|
1
|
--
|
Coming Soon
|
Comments