Gargantuan Aberration, Chaotic Evil
Armor Class 20 Natural Armor
Hit Points 500 (20d20 + 100)
Speed 40 ft., burrow 20 ft., fly 60 ft.
STR
28 (+9)
DEX
10 (+0)
CON
20 (+5)
INT
14 (+2)
WIS
14 (+2)
CHA
12 (+1)
Saving Throws STR +15, CON +11, WIS +8
Skills Perception +8
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Necrotic, Psychic
Condition Immunities Charmed, Frightened, Petrified
Senses Truesight 120 ft, Passive Perception 18
Languages Abyssal, Telepathy 120 ft Abyssal, telepathy 120 ft.
Challenge 20 (25,000 XP)
Proficiency Bonus +6
Traits

Dark Abyssal Aura: The Voidshatter Behemoth emits an aura of darkness in a 60-foot radius. All plants within this area wither and die, and animals are frightened and have disadvantage on saving throws against fear. Spellcasters within the area have disadvantage on spell attack rolls and must succeed on a DC 19 Constitution saving throw to maintain concentration on spells.

Voidquake Stomp: The Voidshatter Behemoth stomps the ground, creating a shockwave. All creatures within a 60-foot radius must make a DC 20 Strength saving throw or be knocked prone and take 6d10 force damage. Structures in the area must make a DC 20 Dexterity saving throw or suffer damage based on their construction.

Magic Resistance: The Voidshatter Behemoth has advantage on saving throws against spells and other magical effects.

Actions

Multiattack: The Voidshatter Behemoth can make two Dark Matter Eruption attacks or use Singularity Pull once.

Tentacle Strike: Melee Weapon Attack: +16 to hit, reach 20 ft., one target. Hit: 48 (6d10 + 9) bludgeoning damage and the target is grappled (escape DC 20).

Dark Matter Eruption: Ranged Spell Attack: +9 to hit, range 120 ft., one target. Hit: 25 (6d6 + 5) force damage. The target and all creatures within 20 feet of it must make a DC 19 Dexterity saving throw or take an additional 5d6 necrotic damage from the explosion.

Singularity Pull: The Voidshatter Behemoth creates a 30-foot radius zone that draws in creatures and objects. All creatures within the zone must make a DC 20 Strength saving throw or be pulled 20 feet toward the center. Any objects in the zone are moved to the center of the effect. After the pull, the area becomes difficult terrain for 1d6 rounds.

Bonus Actions

Reactive Void Shield (Recharge 5-6): The Voidshatter Behemoth can activate a protective barrier of void energy. Until the start of its next turn, it has resistance to all damage.

Reactions

1. Void Shield: When the Voidshatter Behemoth is hit by a ranged spell attack, it can use its Void Shield as a reaction to create a protective barrier of void energy. Until the start of its next turn, it has resistance to the triggering spell's damage.

2. Absorb Essence (Recharge 6): When a creature within 30 feet of the Voidshatter Behemoth drops to 0 hit points, it can use its Absorb Essence reaction. The creature's life essence is absorbed by the Voidshatter Behemoth, restoring 50 hit points to the behemoth. The absorbed essence is lost, and the creature cannot be resurrected.

Legendary Actions

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

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

Voidshatter Slam: The Voidshatter Behemoth makes a Tentacle Strike attack.

Voidstep: The Voidshatter Behemoth teleports up to 60 feet to an unoccupied space it can see.

Voidswirl (Costs 2 Actions): The Voidshatter Behemoth creates a vortex of dark energy in a 30-foot radius centered on a point it can see within 120 feet. All creatures in that area must make a DC 20 Strength saving throw or be teleported to a random unoccupied space within 60 feet of the vortex. This effect cannot teleport a creature into solid objects or dangerous terrain.

Description

The Voidshatter Behemoth is a colossal, otherworldly creature that seems to be a living embodiment of pure darkness and the void between the stars. Its form is a mass of shifting shadows, and its enormous, multifaceted eyes gleam with an eerie, cosmic light. Its mere presence distorts the surrounding reality, causing the world to quiver and falter.

Lair and Lair Actions

Lair Actions

On initiative count 20 (losing initiative ties), the Voidshatter Behemoth can take one lair action to cause one of the following effects:

1. Dark Convergence: The Voidshatter Behemoth creates an aura of darkness and void magic within its lair. All creatures within the lair are affected by the Dark Abyssal Aura for 1 minute. Plants wither, animals are frightened, and spellcasters have disadvantage on spell attack rolls and must succeed on a DC 19 Constitution saving throw to maintain concentration on spells.

2. Void Rift: The Voidshatter Behemoth opens a temporary rift to the Plane of Shadows. A 20-foot diameter, 40-foot deep void rift appears in a location of its choice within the lair. The rift persists for 1 minute, and any creature that enters the rift must make a DC 20 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.

3. Eldritch Surge: The Voidshatter Behemoth channels its dark powers to release an Eldritch Surge in its lair. A wave of void energy sweeps through the lair, affecting all creatures. Each creature in the lair must make a DC 22 Dexterity saving throw or take 12d10 necrotic and 12d10 force damage, or half as much damage on a successful save. Structures and objects within the lair are also subject to this effect.

Previous Versions

Name Date Modified Views Adds Version Actions
11/9/2023 2:10:16 AM
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1
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Coming Soon
Aconius

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