Huge Aberration, Unaligned
Armor Class 23 Natural armor
Hit Points 554 (27d20 + 270)
Speed 60 ft.
STR
29 (+9)
DEX
14 (+2)
CON
30 (+10)
INT
28 (+9)
WIS
25 (+7)
CHA
24 (+7)
Saving Throws DEX +10, CON +18, WIS +15
Skills Athletics +17, History +17, Perception +15
Damage Resistances Acid, Cold, Lightning
Damage Immunities Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Blinded, Charmed, Frightened, Paralyzed
Senses Blindsight 120 ft., Passive Perception 25
Languages All, Telepathy 1,000 ft.
Challenge 26 (90,000 XP)
Proficiency Bonus +8
Traits

Transgress the Mind. When a creature casts a spell requiring concentration at Zhulodok, it sends visions through this connection.

Until the caster loses concentration, at the start of each of Zhulodok's turns, each creature within 20 feet of the caster, including the caster, must make a DC 23 Intelligence saving throw, taking 100 (18d10) psychic damage on a failed save, or half as much on a successful one. The caster has disadvantage on the save.

Not of this World. Zhulodok has advantage on saving throws against spells and other magical effects.

Scour from Existance. When Zhulodok reduces a creature to 0 hit points, that creature's body becomes a pile of white dust. The creature can be restored to life only by means of a true resurrection or a wish spell.

Actions

Multiattack. Zhulodok can use its Titan's Presence. It then makes six attacks: four with its fists, and two with its tentacles.

Fist. Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: 27 (4d8 + 9) bludgeoning damage. If the attack hits, the target is grappled (escape DC 23) if it is a Huge or smaller creature and Ulamog doesn't have four other creatures grappled. Until this grapple ends, the target is restrained and takes 22 (4d10) psychic damage at the start of each of its turns.

Tentacle. Melee Weapon Attack: +17 to hit, range 30 ft., one target. Hit: 23 (4d6 + 9) bludgeoning damage. If the target is a creature, it must succeed on a DC 23 Strength saving throw of be knocked prone. 

Titan's Presence. Each creature of Zhulodok's choice that is within 240 feet of Zhulodok and aware of it must succeed on a DC 20 Inteligence saving throw or become frightened for 1 minute and rolls a d8 to determine what it does during its turn. On a 1 to 2, the creature does nothing. On a 3 or 4, the creature is afflicted with short-term madness. On a 5 or 6, the creature takes no action or bonus action and uses all its movement to move in a randomly determined direction. On a 7 or 8, the creature makes a melee attack against a randomly determined creature within its reach or does nothing if it can’t make such an attack. 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 Zhulodok's Titan Presence for the next 24 hours.

Legendary Actions

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

Attack. Zhulodok moves up to 30 feet and makes a fist attack.  

Blight Herder (Costs 2 Actions). Zhulodok alters the nature of all things in a 30-foot-radius sphere centered on a point within 120 feet of it. Each creature in that area must make a DC 23 Dexterity saving throw, taking 55 (10d10) psychic damage on a failed save, or half as much on a successful one. For each creature that fails the saving throw, an Eldrazi Scion appears in an unoccupied space within 5 feet of that creature. The Eldrazi Scion act right after Zhulodok on the same initiative count, gaining a +7 bonus to their attack and damage rolls, and fighting until they are destroyed. They disappear when Zhulodok dies. 

All is Dust (Costs 3 Actions). Zhulodok consumes the mana of everything in a 90-foot cone. Each  creature in that cone must make a DC 27 Constitution saving throw, taking 60 (17d6) force damage + 30 necrotic damage on a failed save, or half as much on a successful one. The creatures hit point maximum is reduced by an amount equal to the necrotic damage, and Zhulodok regains that amount per creature. A creature becomes a pile of white dust if this damage leaves it with 0 hit points. The area becomes difficult terrain.  

Description

Zhulodok appeared at the head of Ulamog's brood as the Hedron Network weakened. It began its life as merely a reflection of the great power of Ulamog. Millennia after the three Eldrazi Titans were sealed away on Zendikar, the first signs of their escape emerged. In Akoum, a sickness began to infect the minds of the people who called the jagged mountain ranges home. These cultists performed sacrificial rituals in worship of the mountains, not knowing that the Titan Ulamog had tricked them into weakening the prison that bound them. A small fraction of their power was able to emerge which let loose a swarm of Eldrazi drones. Zhulodok was among the first wave to awaken and its name was whispered first into the minds of desperate cultists and later screamed from the mouths of panicked victims.

Zhulodok razed the land and siphoned mana to fuel the eventual return of the three Titans. It marched across the land seeking anything to satiate its hunger. During its reign of terror, its followers would give him a name to be feared for generations. Mountains were crushed in its wake, splintered and carved out by Zhulodok and the monstrous forces at its back. It is said that a single night of feeding carved out the shape of the Windblast Gorge, once a towering range of mountains. Zhulodok's presence was said to inspire hunger and a thirst that could never be quenched, driving its enemies to consume each other ahead of the advance. This caused a famine so powerful that it even affected Ulamog's followers, though they understood this hunger as his gift, and followed it willingly. By following the path of carnage, the cultists who helped free the Eldrazi saw firsthand the power of consumption, and how to turn flesh and blood into power. They became the first vampires of Zendikar. Even after Nahiri slew Zhulodok and sealed the Eldrazi in their hedronic prison again, the vampires would whisper the name of Ulamog's prophet for millennia to come as a curse against Zendikar itself.

Monster Tags: abberation

MauroLlanos

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