Gargantuan Aberration, Unaligned
Armor Class 30 (natural armor)
Hit Points 722 (20d20 + 512)
Speed 60 ft.
STR
29 (+9)
DEX
18 (+4)
CON
28 (+9)
INT
28 (+9)
WIS
28 (+9)
CHA
16 (+3)
Saving Throws STR +18, CON +18, INT +18, WIS +18, CHA +12
Skills History +22, Insight +18, Perception +22
Damage Resistances All
Senses Blindsight, Darkvision, Truesight, Passive Perception 30
Languages All, Telepathy 120 ft.
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

Void Dweller. The arsis does not need to breathe.

Immutable Form. The arsis is immune to any spell or effect that would alter its form.

Overwhelming Thoughts. Any creature within 60 feet of the arsis must make a DC 24 Wisdom saving throw any time it tries to telepathically communicate with the arsis, either to initiate communication or to respond. If they fail, they take 78 (12d12) psychic damage and must roll on the long-term madness table.

Magic Resistance. The arsis has advantage on saving throws against spells and other magical effects.

Legendary Resistance (3/Day). If the arsis fails a saving throw, it can choose to succeed instead.

Weave Distortion. Any magical effect or spell that triggers or is cast within 120 feet of the arsis that does not originate from it causes the source of the effect (if any) to roll on the wild magic table. It must also roll a d20; if this roll is less than 8, the magic has no effect.

Innate Spellcasting. The arsis' innate spellcasting ability is Wisdom (spell save DC 24). It can innately cast the following spells, requiring no components:

At will: dimension door, counterspell, fear
4/day each: dominate monster, chain lightning, creation

Actions

Multiattack. The arsis makes four tentacle attacks, and a bite attack or a tail attack.

Tentacle. Melee Weapon Attack: +16 to hit, reach 60 ft., one target. Hit: 31 (3d8 + 18) bludgeoning damage, and the target is grappled.

Tail. Melee Weapon Attack: +16 to hit, reach 90 ft., one target. Hit: 29 (2d10 + 18) bludgeoning damage.

Bite. Melee Weapon Attack: +16 to hit, reach 5 ft., one target. Hit: 23 (1d10 + 18) piercing damage.

Psychic Assault. The arsis sends a fragment of its thoughts toward three creatures it can see within 120 feet. Each target must make a DC 20 Wisdom saving throw, taking 52 (8d12) psychic damage and becoming stunned on a failed save.

Swallow. The arsis makes one bite attack against a Huge or smaller creature. If the creature is currently grappled by the arsis, this attack has advantage. If the attack hits, the target takes the bite's damage, the target is swallowed, and any grappling effect ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the arsis, and it takes 56 (16d6) acid damage at the start of each of the arsis' turns.

Legendary Actions

The arsis 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. The arsis regains spent legendary actions at the start of its turn.

Detect. The arsis makes a Wisdom (Perception) check.

Tail Swipe. The arsis makes one tail attack.

Description

Incomprehensibly large and powerful, the arsii guard the outer bounds of the universe, ensuring that only the worthy may bypass the end of the world and pass into other planes. They have telepathy and can communicate with lesser creatures, but their thoughts are so inexpressible and transcendental that most creatures who listen to them simply go mad or die (or both). They don't specifically attack creatures since their size makes it very difficult for them to be antagonized, but they are so powerful that they would kill most creatures on accident without even noticing if approached.

_CrimsonInferno_

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