Death Shroud. When the asfaraba dies, it dwindles into nothing, leaving behind a hole in reality that is 15 ft. wide by 15 ft. tall. The portal is dark and opaque. This hole is a two-way gate to anywhere and anytime in any reality. A creature can use their action to enter this portal, taking everything they are wearing or holding with them.
Orators of Truth. When the asfaraba speaks a power word, it alters reality to transform the spoken word into truth. Damage caused by the asfaraba's power words is unavoidable and can't be prevent in any way beyond the reduction provided by a successful saving throws.
Multiattack. The asfaraba uses it Unfathomable Presence. It then uses one Power Word. If this creature has used Power Word: Arcana, it may also use one spell that it can use. If this creature killed or knocked a creature unconscious during its last turn, it can use a second Power Word this turn.
Unfathomable Presence. Each creature of the asfaraba's choice, that is within 200 ft. of it and is aware of it, must succeed on a DC 22 Wisdom saving throw, or fall prone an become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turn, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for the creature, it is immune to the asfaraba's Unfathomable Presence for the next 24 hours.
Power Word: Arcana. The asfaraba can now cast all spells 8th level or below without needing to use any materials. If the spell has a casting time that isn't one action, the spell's casting time changes to one action.
Power Word: Kill (1/Day). The asfaraba mutters a word that compels the soul of a target creature within 120 ft. to leave the mortal realm, killing the creature instantly. If the target creature has less than 100 hit points, it dies. If the target creature has 100 hit points or more, Power Word: Kill fails.
Power Word: Eradicate. The asfaraba ushers a creature with 0 hit points that is within 60 ft. beyond the veil of reality, transforming space and time. The target must succeed on a DC 20 Charisma saving throw, or be erased from reality. A creature who has been erased from reality does not existed and will never exist. The universe will bend to accommodate a version of itself most similar of itself without the target ever being in it. Anyone who knew the target must succeed on DC 22 Wisdom saving throw or lose their memories of the target. This saving throw can not be repeated. Once the target has been eradicated, only the Wish spell can bring the creature back into existence. The DM besides how reality reshapes itself when a creature is eradicated or brought back into existence.
The asfaraba 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. The asfaraba regains spent legendary actions at the start of their turn.
Power Word: Know. The asfaraba forces a creature within 60 feet of it to make a DC 20 Wisdom saving throw. On a failed save, the target takes 18 (4d8) psychic damage, and the asfaraba is able to read that creature's mind.
Power Word: Move. The asfaraba magical teleports into a space within 500 ft. that another creature or object does not occupy.
Power Word: Pain (Costs 2 Actions). The asfaraba speak a word of power that causes waves of intense pain to assail one creature it chooses that it can see within 120 ft. The target is subject to crippling pain and must make a DC 20 Constitution saving throw, the target takes 66 (12d10) psychic damage or half as much on a successful save. While the target is affected by crippling pain, any speed it has can be no more than 10 feet. The target also has disadvantage on attack rolls, ability checks, and saving throws, other than Constitution saving throws. Finally, if the target tries to cast a spell, it must first succeed on a Constitution saving throw, or the casting fails and the spell is wasted. A target suffering this pain can make a Constitution saving throw at the end of each of its turns. After 3 successful saves, the pain ends.
Power Word: Heal (Costs 2 Actions). The asfaraba heals itself or one creature of its choice to regain 32 (5d12) hit points.
Power Word: Speed (Cost 5 Actions). The asfaraba immediately takes it turn right after the target. The asfaraba now always takes it turn after the target instead of its original turn until this ability is used again or the target dies. When this ability is used, the asfaraba doesn't regain legendary actions on its turn that round.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
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1/1/2023 3:25:30 AM
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5
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1
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1.0
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Coming Soon
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10/18/2023 7:45:31 PM
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40
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11
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1.1
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Coming Soon
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