Gargantuan Elemental, Neutral
Armor Class 29 (natural armor)
Hit Points 11475 (450d20 + 6750)
Speed 700 ft., Fly 700 ft. (hover), Burrow 350 ft., Climb 350 ft., Swim 350 ft.
STR
30 (+10)
DEX
30 (+10)
CON
30 (+10)
INT
21 (+5)
WIS
24 (+7)
CHA
25 (+7)
Saving Throws STR +19, DEX +19, CON +19, INT +14, WIS +16, CHA +16
Skills Arcana +12, Athletics +13, Deception +17, History +12, Insight +17, Intimidation +17, Perception +11, Persuasion +12
Damage Resistances Acid, Cold, Lightning, Thunder
Damage Immunities Fire, Force, Necrotic, Poison, Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Truesight 840 ft., Passive Perception 31
Languages Common, Primordial, Telepathy (planar)
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

Apocalyptic. In addition to ignoring damage resistances and immunities of creatures with a lower divine rank than 5 (excluding demigods), no ability or trait belonging to a creature of a challenge rating equal to or lower than 35 can rebuff or resist any damage or averse effect dealt by Assiah, while her immunities, resistances and healing (be it innate or received) cannot be ignored or halted. Additionally, Assiah's actual Strength and Constitution scores are 40 (+15), and her actual Challenge Rating is 87 (2,685,000 XP).

Colossal. Assiah towers above countless creatures, with a size that would leave most cowering. Her space is 700x700 ft when poised. She cannot be shoved or grappled by creatures of Gargantuan size or smaller. Enemies often have no choice but to make use of the Climb onto a Bigger Creature action (DMG pg. 271) in order to bypass her considerable defenses.

Accretion Disc. Whenever a creature hostile to Assiah regains hit points within 840 feet of her, the hostile creature regains half as many hit points. In addition, each creature of Assiah’s choice that is within 840 feet of her takes 10 (3d6) fire damage at the start of their turns.

Decentralized Focus. Assiah can maintain concentration on a number of spells equal to its Wisdom modifier. When Asisah is forced to make a Constitution saving throw to maintain her concentration and fails, Assiah can choose which spell she is currently concentrating on to lose.

Deceptively Small. Assiah can occupy another creature’s or object’s space, and vice versa. Assiah can enter a creature’s or object’s space and stop there, and vice versa. She can move through a space as narrow as a fourth of a millimeter wide without squeezing. The area inside Assiah’s space is heavily obscured.

Dimensional Rift. As a bonus action, Assiah can create a visible and immobile rift within an opening or frame she can see within 720 feet of her, provided that the space is no bigger than 1000 feet on any side. The dimensional rift bridges the distance between that space and any point between that space and 3600 feet of it that Assiah can see or specify by distance and direction (such as 3600 feet straight up). While next to the rift, Assiah can see through it and is considered to be next to the destination as well, and anything Assiah puts through the rift (including a portion of her body) emerges at the destination. Any creature can use the rift, and it lasts until the start of Assiah’s next turn.

Earth-Shaking Movement. As a bonus action after moving at least 70 feet on the ground, Assiah can send a shock wave through the ground in a 840-foot-radius circle centered on herself. That area becomes difficult terrain for 1 minute if the ground is made of earth. Each creature of Assiah’s choice on the ground that is concentrating must succeed on a DC 24 Constitution saving throw or the creature’s concentration is broken. The shock wave deals 100 thunder damage to all structures in contact with the ground in the area. If a creature is near a structure that collapses, the creature might be buried; a creature within half the distance of the structure’s height must make a DC 24 Dexterity saving throw. On a failed save, the creature takes 17 (5d6) bludgeoning damage, is knocked prone, and is trapped in the rubble. A trapped creature is restrained, requiring a successful DC 24 Strength (Athletics) check as an action to escape. Another creature within 35 feet of the buried creature can use its action to clear rubble and grant advantage on the check. If three creatures use their actions in this way, the check is an automatic success. On a successful save, the creature takes half as much damage and doesn’t fall prone or become trapped.

Eldritch Theurgy. All of Assiah’s attacks and all damage dealt by her are considered magical for the purpose of bypassing resistance and immunity to nonmagical attacks.

Gravity Well. Any time Assiah is challenged by a hostile spell, and its effects are of 8th level or lower, regardless of the level it is cast at, she is unaffected, and regains a number of hit points equal to 1d12 per base level of the spell, times the level it is cast at plus all damage dealt or hit points healed (if any).

Innate Spellcasting. Assiah’s innate spellcasting ability is Wisdom (spell save DC 24, +24 to hit with spell attacks). When Assiah casts a spell, the range and area of effect are increased by 12 times their normal value, and any time she deals damage or heals hit points with a spell cast in this way, it takes the maximum. She can innately cast the following spells, requiring no material components:

constant: glibness, eternal freedom (the spell does not end when Assiah finishes a short or long rest)

At will: ao’s nova, high summoning, illusion of choice, kinetic control, metamorphosed reality, nail to the sky, teleport (without error) 

3/day each: fiery pillar (doesn’t count as a ritual for Assiah), reality slash, singularity

1/day: arcane burst of annihilation, illusionary world, heat death

Gradual Recuperation. If Assiah hasn’t taken damage in the last ten minutes, she regains 20 hit points at the start of each of her turns.

On High. Assiah has disadvantage on checks to detect or track Large or smaller creatures.

Innocent as Heck. When Assiah takes the attack action, unless she has taken at least 500 damage, she can only make one attack and use one bonus action of her choice (excluding Multiattack and Gamma Ray Burst) per turn.

Insect Ineffectivity. When attacking insects with a challenge rating of 1/2 or lower, Assiah has disadvantage to hit. In addition, on a roll of 1-19 she misses.

Interspatial Overlord. Assiah can use her telepathy to initiate and maintain telepathic conversations with up to twenty creatures at a time, during which she can read the thoughts of all connected creatures, as in the spell detect thoughts. Assiah can let those creatures telepathically hear each other while connected in this way.

Legendary Agility. Assiah’s reflexes and agility allow her to move with a burst of speed. When using the dash action, Assiah can quadruple her speed until the end of her turn. Assiah also has advantage on Dexterity saving throws.

Legendary Resistance (5/Day). If Assiah fails a saving throw, she can choose to succeed instead.

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

Magical Superiority. Assiah can cast any spell of 9th-level or lower (excluding Magic Jar and Wish), choosing from the bard, druid, and sorcerer spell lists, requiring no material components. When Assiah casts a spell, the range and area of effect are increased by 12 times their normal value, and any time she deals damage or heals hit points with a spell cast in this way, it takes the maximum. Her spellcasting ability for these spells is Intelligence (spell save DC 24, +24 to hit with spell attacks).

Matter Sense. Assiah is aware of the presence of creatures within 840 miles of her that have an Intelligence score of 4 or higher. She knows the distance and direction to each creature, as well as each one’s intelligence score, but can’t sense anything else about it.

A creature protected by a mind blank spell, a nondetection spell, or similar magic can’t be perceived in this manner.

Nondescript Presence. While in dim light, darkness, or a crowd, Assiah can take the Hide action as a bonus action. Wisdom (Perception) checks made to find her have disadvantage.

Primal Aura. When a creature that is aware of Assiah starts its turn within 840 feet of her, Assiah can choose to force it to make a DC 24 Wisdom saving throw if Assiah isn’t incapacitated and can sense the creature. If the saving throw fails, the creature is subjected to one of the following effects at random:

1. Dilation. The target is stunned until the end of Assiah’s next turn or until Assiah is no longer within line of sight.

2. Entropy. The target suffers the effect of the confusion spell without making a saving throw. The effect lasts until the start of Assiah’s next turn. Assiah doesn’t need to concentrate on the spell.

3. Fate. The target is charmed by Assiah until the start of Assiah’s next turn. Assiah chooses how the charmed target uses its actions, reactions, and movement.

4. Terror. The creature becomes frightened for one minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. These later saves have disadvantage if Assiah is within line of sight of the creature.

If a target is still under one of the effects and fails to save against this ability a second time, Assiah must choose between replacing the ongoing effect with a new effect or letting the ongoing effect continue until it is ended.

Primal Rejuvenation. If Assiah is reduced to 0 hit points, she doesn’t die. She is instead teleported to the Elemental Chaos, where she sleeps for 1d10 centuries berfore waking (years if even one Magnetar remains).

Primal Salience. Assiah can innately cast any dunamancy spell or any spell that manipulates gravity or probability in any conceivable ray, requiring no additional components. When Assiah casts a spell, the range and area of effect are increased by 12 times their normal value, and any time she deals damage or heals hit points with a spell cast in this way, it takes the maximum. Her spellcasting ability for these spells is Charisma (spell save DC 24, +24 to hit with spell attacks).

Psionic Feedback. If Assiah is targeted by divination magic, a magical scrying sensor, or any ability and spell that would detect her, discern her nature, or locate her, roll a d6. On a 1 to 5, Assiah is unaffected and knows the attempt was made. On a 6, Assiah is unaffected, knows the attempt was made in addition to the caster’s details, whereabouts and its capabilities for the next 1d10 + 1 days.

Siege Girl. Assiah deals double damage to objects and structures.

Singularity Nature. Although she can breathet eat, drink, or sleep if she so desires, Assiah doesn’t require air or sleep, and she doesn’t need to breathe. Additionally, Assiah can survive in the vacuum of space with no difficulties, and her requirements for food and water are satisfied by any creature or object that she consumes, regardless of the creature or object’s composition and size (yes, even absorbed spells and light count).

Spatial Ascendant. Assiah is immune to effects that would cause madness. If any hostile creature attempts to read her mind, it must succeed on a DC 24 Wisdom saving throw. On a failed save, the creature is driven insane, unable to understand spoken and written language, can’t speak and is incapacitated. The insanity can be cured by no less than a wish. On a successful save, the creature takes 223 (20d20 + 14) psychic damage.

Special Immunities. Assiah is immune to the Sickening Radiance spell, effects that decrease its ability scores, effects that decrease her maximum hit points, instant death effects, effects that would move her or teleport her against her will, and effects that would alter her form.

Standing Leap. Assiah’s long jump is up to 350,000,000,000 miles and her high jump is up to 175,000,000,000 miles, with or without a running start.

Titan Slayer. Against creatures that are Huge or larger, Assiah does quadruple damage.

Titanic Stride. When Assiah moves, all hostile creatures in and within 35 feet of her path must succeed on a DC 24 Dexterity saving throw or take 103 (16d10 + 15) bludgeoning damage, half as much on a successful save.

Unstoppable. Assiah adds her Wisdom modifier to initiative rolls, and she ignores difficult terrain. Magical effects can’t reduce her speed or cause her to be restrained. She can spend 5 feet of movement to escape from nonmagical restraints or being grappled or restrained.

World Devastation. Whenever Assiah successfully jumps 1000 or more miles and lands, she unwittingly shakes and upheaves the foundational bones of the world; causing dirt, ore, and stone to blast forth from the surface, jutting out within the entirety of a 12-mile-cube around her, centered on the point that she landed upon. This effect’s damage ignores resistance - and Assiah is immune to the effects of her own world devastation. The entirety of the area becomes double-difficult terrain (each foot of movement costs 3 feet of travel), as jagged spires, spikes, and crevices rip through the earth. Each creature of Assiah’s choice in this area must succeed on a DC 24 Dexterity saving throw, taking 550 (80d12 + 30) magical bludgeoning, piercing, or slashing damage (Assiah’s choice per target), or half on a success - this damage counts as adamantine damage for the purposes of overcoming resistance and immunity. There are additional effects that take place upon World Devastation:

Fissures. Fissures open throughout the area. A total of 5 (1d10) such fissures open in locations chosen by the DM. Each is 12d20 x 120 feet deep, 600 feet wide, and extends from one edge of the spell’s area to the opposite side. A creature standing on a spot where a fissure opens must succeed on a Dexterity saving throw or fall in. A creature that successfully saves moves with the fissure’s edge as it opens.

Structural Collapse. World Devastation deals 150 (20d12 + 20) bludgeoning damage to any structure in contact with the ground in the area. If a structure drops to 0 hit points, it collapses and potentially damages nearby creatures. A creature within half the distance of a structure’s height must make a Dexterity saving throw. On a failed save, the creature takes 30 (10d4 + 5) bludgeoning damage, is knocked prone, and is buried in the rubble, requiring a DC 20 Strength (Athletics) check as an action to escape. The DM can adjust the DC higher or lower, depending on the nature of the rubble. On a successful save, the creature takes half as much damage and doesn’t fall prone or become buried.

A creature killed by Assiah’s world devastation is ground into dust and buried in the earth. They can only be restored to life with a wish spell or similar magic. The land effects of this spell permanently scar the area with double difficult terrain and jagged structures of stone. The effects wear off after 1d20 years, or if a wish is cast to restore the area.

Finally, a bright streak flashes from the position Assiah lands at. Moments later, the world is violently rocked by a cataclysmic explosion of unimaginable power and unparalleled destruction that lays waste to everything within 72-miles of that point, effectively wiping the region off the map.

Each creature and object of Assiah’s choice in the area is subjected to an effect based on how far away it is from the point of origin, as shown in the following table.

12 miles away or closer: Ground Zero. A pillar of plasma and vaporized matter rises in a 12-mile-radius, 132-mile-tall cylinder centered on the point of origin. Each creature and object of Assiah’s choice in the cylinder that aren't immune to fire damage and have 250 hit points or fewer are instantly vaporized (no save). Each creature and object of Assiah’s choice with more than 250 hit points must make a DC 24 Constitution saving throw, taking 520 (80d12) fire damage on a failed save, or half as much damage on a successful one.

12 to 24 miles away: Fireball. A miniature sun momentarily engulfs the area. Each creature and object of Assiah’s choice that isn’t immune to fire damage that hs 100 hit points or fewer disintegrate into a pile of ash (no save). Each creature and object of Assiah’s choice with more than 100 hit points must make a DC 24 Constitution saving throw, taking 260 (40d12) fire damage on a failed save, or half as much damage on a successful one.

24 to 36 miles away: Firestorm. The air itself is set alight in a violent inferno. Each creature and object of Assiahi’s choice that aren't immune to fire damage and have 50 hit points or fewer reduced to smoldering remains (no save). Each creature and object of Assiah’s choice with more than 50 hit points must make a DC 24 Constitution saving throw, taking 130 (20d12) fire damage on a failed save, or half as much damage on a successful one.

36 to 48 miles away: Blast Wave. A supersonic pulse of immense pressure surges out from the blast. Each creature and object of .’s choice that isn’t immune to thunder damage and have 25 hit points or fewer are instantly pulverized (no save). Each creature and object of Assiah’s choice with more than 25 hit points must make a DC 24 Constitution saving throw, taking 65 (10d12) thunder damage on a failed save, or half as much damage on a successful one.

48 to 60 miles away: Shock Wave. An earthshattering blast of thunder tears through the area. Each creature and object of Assiah’s choice that isn’t immune to thunder damage and have 10 hit points or fewer instantly die or are destroyed (no save). Each creature and object of Assiah’s choice with more than 10 hit points must make a DC 24 Constitution saving throw, taking 32 (5d12) thunder damage on a failed save, or half as much damage on a successful one.

60 to 72 miles away: Pressure Wave. Air displaced by the blast rushes out in a sudden boom. Each creature and object of Assiah’s choice must make a DC 24 Constitution saving throw, taking 13 (2d12) thunder damage on a failed save, or half as much damage on a successful one.

In addition to the instant destructive force of the blast, the detonation is immediately preceded by a nuclear flash and followed by an extended period of nuclear irradiation.

Nuclear Flash. At the moment of detonation, there is a blinding flash of light that can be seen from 180 miles away during the day or 720 miles away at night. Any creature that sees this flash must succeed on a DC 24 Constitution saving throw. On a failed save, a creature is blinded for 1d4 minutes. A creature that fails its save by 5 or more is blinded permanently until its vision is restored by the lesser restoration spell or similar magic. On a successful save, a creature is still blinded for 1d4 minutes, but can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Nuclear Irradiation. Following the detonation, the area within a 72-mile radius sphere centered on the point origin is irradiated, becoming a area of sickening radiance (save DC 24) that is suffused with faerzress (see the "Underdark Travel" section in Chapter 2 of Out of the Abyss) for a period of 10d10 years. During this time, residual energy from blast regularly and spontaneously generates fallout in the form of living sickening radiances (see accompanying stat block), which wander the area within 20 miles of the explosion's point of origin.

Your DM may decide that exposure to this residual radiation may have additional effects on the area or creatures that inhabit it.

Actions

Multiattack. Assiah issues a command to the magnetars, and she can use Ergosphere. She then makes eleven attacks: one with her bite, four with her fists, two with her hair, two with Surface Inversion Strike, one with her quasars, and one with her stomp. She then uses Gravitational Shift or Gamma Ray Burst (if possible). Assiah can use her Consume instead of her bite. She can replace one of her hair attacks or Surface Inversion Strikes to cast a spell or use To The Moon. Each hostile creature within 70 feet of all attacks except for the bite attack must succeed on a DC 24 Dexterity saving throw or suffer the same damage and any other adverse affect, which Assiah is immune to.

Ergosphere. Assiah glows with energy, as she magically pulls matter in a 1400-foot sphere around her. Each creature of her choice in that area must succeed on a DC 24 Strength saving throw. On a failed save, a creature takes 42 (12d6) force damage. Huge or smaller objects and creatures that fail the save are then yanked towards Assiah, coming to rest within 210 feet of her and 140 feet in the air in addition to becoming restrained by the sphere until the end of Assiah’s next turn. Objects automatically fail the saving throw.

Bite. Melee Weapon Attack: +13 to hit, reach 140 ft., one target. Hit: 112 (16d12 + 15) piercing damage plus 56 (16d6) fire damage. If the target is a creature, it is grappled (escape DC 24). Until this grapple ends, the target is restrained, and Assiah can’t bite another target and she cannot use Simple Little Trick.

Fist. Melee Weapon Attack: +13 to hit, reach 210 ft., one target. Hit: 87 (16d8 + 15) bludgeoning damage plus 84 (24d6) force damage. Instead of dealing damage, Assiah can grapple the target (escape DC 24) and, if the target is Gargantuan or smaller, it is restrained until the grapple ends. Until the grapple ends, if the target deals damage to a creature, that creature gains resistance to that instance of damage. While Assiah has a creature grappled in this way, when Assiah moves, she takes the creature with her. If Assiah has two creatures, grappled in this way, when she makes a grasp attack, she must release one of the creatures that she has grappled. Assiah can give a Huge or smaller creature total cover, and a Gargantuan creature half cover, while restrained by her (no action required).

Hair. Melee Weapon Attack: +13 to hit, reach 420 ft., one target. Hit: 87 (16d8 + 15) bludgeoning damage. If the target is a creature, it must succeed on a DC 24 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if its hit point maximum is reduced to 0. Instead of dealing damage, if the target is a Gargantuan or smaller creature, Assiah can grapple the target (escape DC 24). A grappled target that is hostile to Assiah takes 86 (16d8 + 14) force damage at the start of each of its turns until the grapple ends. Assiah can have up to six targets grappled at a time in this way. If Asisha has six creatures grappled in this way, when she makes a hair attack, she must release one of the creatures that she has grappled.

Surface Inversion Strike. Melee Spell Attack: +12 to hit, reach 420 ft., one creature. Hit: 89 (12d12 + 11) force damage. The target must succeed on a DC 24 Constitution saving throw or be paralyzed for 10 minutes. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Horns. Melee Weapon Attack: +13 to hit, reach 140 ft., one target. Hit: 103 (16d10 +15) piercing damage plus 54 (12d8) fire damage.

Stomp. Melee Weapon Attack: +13 to hit, reach 280 ft., one target. Hit: 71 (16d6 + 15) bludgeoning damage plus 52 (8d12) force damage. If the target is a creature, instead of dealing damage, Assiah can knock the target prone. Until Assiah uses her Stomp again with the same leg (she has two legs) or moves, the creature is restrained. While restrained in this way, the creature (or another creature within 5 feet of it) can use its action to make a DC 24 Strength check. On a success, the creature relocates to an unoccupied space of her choice within 5 feet of Assiah and is no longer restrained.

Gravitational Shift. Assiah magically slows down time around her. Each creature of Assiah’s choice within 420 feet of her must succeed on a DC 24 Intelligence saving throw, taking 223 (20d20 + 14) psychic damage on a failed save or half as damage on a successful one. A target which fails the saving throw is also stunned for 10 minutes and can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Consume. Assiah attempts to swallow a creature of her choice that she is grappling by making a Strength (Athletics) check contested by the creature’s Strength (Athletics), Dexterity (Acrobatics), or Charisma (Persuasion) check (the creature’s choice). If Assiah wins the contest, then she opens her mouth, stuffs or drops the creature into her mouth, closes her mouth, and swallows it, and the grapple ends. While swallowed, the creature is blinded and restrained, and it has total cover against attacks and other effects outside Assiah.

A creature that is hostile to Assiah takes 67 (15d8) fire damage plus 67 (15d8) force damage at the start of each of Assiah’s turns. A non-evil creature reduced to 0 hit points in this way stops taking the fire and force damage and becomes stable.

While Assiah isn't incapacitated, she can regurgitate a swallowed creature at any time (no action required) in a space within 70 feet of her. The creature exits prone.

If Asisah takes 100 damage or more on a single turn from a swallowed creature inside her, she must succeed a DC 24 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 70 feet of her. If Assiah falls unconscious, a swallowed creature is no longer restrained by her and can escape from the corpse using 210 feet of movement, exiting prone.

If a creature dies while swallowed by Assiah, the swallowed creature’s body is destroyed (along with any non-artifact equipment the swallowed creature was wearing or carrying), and Assiah regains an amount of hit points hit points equal the creatures constitution modifier X 20 (minimum 1), and Assiah learns everything the creature knew.

Shooting Star. One Gargantuan or smaller object or creature grappled by Assiah is thrown up to 840 feet in a direction of Assiah’s choice.

If it strikes a solid object, it takes 19 (4d6 + 5) bludgeoning damage, plus 5 (1d10) fire damage for every 10 feet it was thrown, and is knocked prone.

If it would strike a creature, the creature must make a DC 24 Dexterity saving throw. On a failed save, the creature and the thrown creature or object, both take 19 (4d6 + 5) bludgeoning damage, plus 5 (1d10) fire damage for every 10 feet the creature was thrown, and are knocked prone. On a successful save, the creature takes no damage and the thrown creature or object continues flying.

If Assiah throws a creature and it doesn’t strike a creature or an object, when the creature lands it must make a DC 24 Strength saving throw (no action required). On a failed save, the creature is knocked prone, and is pushed 35d8 feet away. If Assiah throws an object and it doesn’t strike a creature or an object, when the object lands it is pushed 35d8 feet away.

Spatial Link. Assiah targets one incapacitated or willing creature that she can perceive with her Creature Sense trait and establishes a spatial link with that creature. Until the spatial link ends or Assiah dies, the target is charmed by Assiah, Assiah can perceive everything the target senses, and Assiah and the target can communicate telepathically with each other over any distance. The target becomes aware that something is linked to its mind once it is no longer incapacitated, and Assiah can terminate the link at any time (no action required).

Although the charmed target isn’t under Assiah’s control, it takes Assiah’s requests or actions in the most favorable way it can, it can’t take reactions, it is a willing target for Assiahi’s consume attack, and Assiah and the target can communicate telepathically with each other over any distance.

The charmed target can use an action on it’s turn to attempt to break the spatial link, a doing so with a successful DC 24 Charisma saving throw. On a success, the effect ends. On a failed save, the creature takes 121 (20d10 + 14) force damage and can’t attempt to break the link again for 30 days. No more than once every 30 days, the target can also repeat the saving throw when it is on a different plane of existence to Assiah, or each time Assiah or her companions do anything harmful to the target.

Simple Little Trick (Recharge 6). Asisha uses one the following abilities of her choice (a creature that fails its saving throw against one of Assiah’s simple little tricks is disoriented for 1 hour - a disoriented creature cant take bonus actions, reactions, can’t cast spells, and moves at half its speed):

Primal Constellation. Assiah makes a melee weapon attack. On a hit, the attack inflicts an extra 385 (70d10) fire damage plus an extra 385 (70d10) radiant damage.

Stardust Fall. Assiah makes a melee weapon attack. On a hit, a volley of dumantic beams erupts from the point of impact. The target and each creature within 630 feet of it must make a DC 19 Dexterity saving throw, taking 220 (40d10) force damage plus 220 (40d10) piercing damage on a failed saving throw, or half as much damage on a successful one. On a failed save, a creature is also knocked prone. The target of the unarmed strike attack makes this save with disadvantage.

Constellation Impact. Assiah launches a barrage of asteroids at up to seven points within 2100 feet of her that she can see. Each creature of Assiah’s choice within 420 feet of one of those points must make a DC 24 Constitution saving throw, taking 31 (7d8) bludgeoning damage plus 31 (7d8) fire damage on a failed save, or half as much damage on a successful one. If the area of any asteroids caused by Assiah’s Constellation Impact overlap, their damage adds together, but each creature affected makes only as ingle saving throw.

Gamma Ray Burst. Assiah unleashes a blast of cosmic energy in up to two 1260-foot cones or in up to two 2520 foot long lines that are up to 105 feet wide (each cone is oriented in a direction of her choice). Each creature of Assiah’s choice in the area of a cone must make a DC 24 Dexterity saving throw, taking 110 (20d10) necrotic damage plus 110 (20d10) force damage on a failed save, or half as muc damage on a successful one. If the cones of Assiah’s Gamma Ray Burst overlap, their damage adds together, but each creature affected makes only a single saving throw.

A creature reduced to 0 hit points by this ability is annihilated along with everything it is wearing and carrying, save for magic items. An annihilated creature cannot be restored to life by any means less than a True Resurrection or Wish spell.

Bonus Actions

Analyze Information. Assiah targets a creature which she has charmed. She gains insight into the creatures reasoning, its emotional state, and thoughts that loom large in its mind (including things the target worries about, loves, or hates). Assiah can also make a Charm (deception) check with advantage against the creature to alter the targets mind into believing it believes one idea or feels a particular emotion. The target contests the attempt with a Wisdom (Insight) check. If Assiah succeeds, the creature believes the lie for 8 hours or until evidence of the lie is presented tot he target.

Crush. One creature that Assiah has grappled must make a DC 24 Strength saving throw, taking 43 (6d10 + 10) bludgeoning damage, plus 43 (6d10 + 10) force damage on a failed save, or half as much damage on a success. If the creature fails the saving throw by 5 or more, then the creature also has disadvantage on attack rolls until the end of its next turn.

Time Stop (Recharge 6). Assiah briefly stops the flow of time for every creature but herself. No time passes for other creatures, while Assiah takes 1d4 +1 turns in a row, during which she can use actions and move as normal. During this time, all other creatures have an armor class of 10, and they automatically fail any saving throws imposed by Assiah.

This feature doesn’t begin to recharge until time has begun to pass normally for other creatures.

Change Shape. Assiah magically transforms into any Humanoid that is Medium or Small, while retaining her game statistics (other than her size and Colossal trait). This transformation ends if Assiah is reduced to 0 hit points, or if she uses a bonus action to end it.

Yawning Void - Philosophy’s End (Recharges after a Long Rest). Assiah begins to consume a celestial object within 500 feet of her. For 10 minutes, each creature within 3500 feet of Assiah, or within 1400 feet of the planets surface, must succeed on a DC 24 Strength saving throw at the start each of their turns or be swept into an orbit around Asisah.

A creature or object orbiting Asisah hovers in a circular path around her. While hovering in this way, the creature is raised a few feet off the ground (as if by the levitate spell), and is forced to move 140 feet along its orbit towards Assiah at the start of each of its turns. An orbiting creature can repeat the saving throw at the end of each of its turns ending the effect on a success. If a creature’s path intersects with a solid surface, it can instead use the remainder of its movement to end the effect immediately.

While she is using this bonus action, Assiah cannot move or take any actions, reactions or legendary actions, and any creature or object orbiting Assiah that is within 70 feet of her is swallowed by her (see Assiah’s consume action).

After 10 minutes, the celestial object is destroyed and each creature of Assiah’s choice within 1400 feet of the surface of the planet must succeed on a DC 24 Strength saving throw or be swallowed by Assiah (see Assiah’s consume action).

Legendary Actions

Assiah 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. Assiah regains spent legendary actions at the start of her turn.

Adverse Crusher. Assiah makes one fist, hair, or stomp attack. She can replace her hair attack with Surface Inversion Strike or Shooting Star.

Brazen Spirit. Assiah moves up to her speed.

Celestial Microwaves. Assiah targets a creature within 840 feet of her which she has charmed. Enemies of Assiah that are within 10 feet of that creature have disadvantage on ability checks and saving throws until the start of their next turn. If one of those creatures is concentrating on a spell, Assiah breaks the creature’s concentration on the spell it has cast. The creature also takes 1d12 psychic damage per level of the spell.

God Dispatcher. Assiah targets a creature within 840 feet of her which she has charmed. Each creature within 70 feet of that creature that is hostile to Assiah must succeed on a DC 24 Wisdom saving throw, taking 70 (10d10 + 14) radiant damage on a failed save, or half as much damage on a success.

Gravitational Negation. Assiah uses her Gravitational Shift, Spatial Link, or Analyze Information.

Illusive Grenade. Assiah costs a spell from Magical Superiority or Primal Salience.

Ceaseless Void (Costs 2 Actions). Assiah makes one bite attack or uses her consume. She can instead deal 118 (16d12 + 14) force damage to a creature swallows or charmed by her, and regains an amount of hit points equal to the damage the creature takes.

Bluff Collision Wave (Costs 3 Actions). Assiah appears to charge up her Gamma Ray Burst but instead fires confetti streamers at a creature within 840 feet of her. If the target is a creature that has 100 hit points or fewer, it must succeed on a DC 24 Intelligence saving throw or fall unconscious. An evil aligned creature that fails the saving throw dies instead of falling unconscious.

Extinguish the Sun (Costs 4 Actions). Assiah chooses a point on the ground that she can see within 700 feet of her. A cylinder of swirling cosmic energy 420 feet tall and with a 70-foot radius rises from that point and lasts until the end of her next turn.

Each creature of Assiah’s choice in that area must succeed on a DC 24 Constitution saving throw against this magic, or take 99 (18d10) radiant damage and become vulnerable to radiant damage until the end of Assiah’s next turn. On a successful save, creatures take half as much damage and do not become vulnerable to radiant damage.

Description

As you rest, you witness a most beautiful sight in the night sky. You see the razor- edged side of a swirl of stars. Together they are so bright you may as well be seeing a blue sun at dusk. You then fall to sleep, and have an odd dream. In the dream, you are still standing, but suddenly, to your amazement, the swirl of stars turns. Less than a minute later, though it felt like a day, the disc now shows you it’s flat side; it is moving, spinning, and suddenly glows a deep, fiery red. To your amazement, only you seem to be lit up; the surrounding environment should be as lit up as if it were a cloudless noon.

As you squint, you see the center of the gigantic disc open into a dark pinprick blacker than anything you’ve ever witnessed. What you are now seeing almost suggests a feminine eye bigger than the sun that seems to belong to something childish. You pick up faintly within your mind, “What are you, little one?”

You wake up, looking around, but it was just a dream. Your allies and companions are still resting on the ground. You still can’t shake the feeling of inexplicable dread and wonder, however, making you wonder if the dream had to do with something or someone out there… And if there is something that powerful out there, it is now aware of you .

Assiah, also known as the the Luxon, the First Radiance, or the Entropic Abyss, is a primordial of dunamis. It is perhaps through her own form and might that galaxies exist at all, the energy of wildspace whirling around Assiah’s nigh-nonexistent body.

If the First Radiance wishes, light emitted from her accretion disc moves instantaneously so she may, for example, show those a galaxy away what she is doing at that moment, or just one being from half the plane away.

The desires of Assiah are unknown, even to herself, as from her perspective, life, the universe, and everything spontaneously generated not too long ago. She brims with innocence, emotion, and an endless curiosity about the creatures, formations, and the myriad ways in which the multiverse works, in the same manner as a child who is fresh from the womb (mainly because, by primordial standards, she is a child). As such, despite her naïveté and childish immaturity, those who meet her are surprised by her cheerful, playful, upbeat, and energetic demeanor. Her innate desire to understand everything’s purpose causes her to be seen in places of great beauty, settlements with cultural significance, and sites where powerful things lie. Her curiosity and playful nature, combined with an alien lack of awareness about the repercussions of her actions lesser beings - leads her actions to have wildly varying implications, from breaking a single blade of grass to accidentally devouring a whole planet.

However, despite her friendly demeanor, she can be an unintentional troublemaker - for she seldom hesitates to take hold of anything that catches her eye does not understand the concepts of wealth, morality, personal space, and ownership. As such, Assiah sees lesser beings as toys or playmates, and often she assumes that artifacts and energy sources brought before her are intended as gifts, and her power unintentionally causes mayhem and mass destruction whenever she attempts to befriend and learn about lesser beings.

Though she is generally unconcerned with anything beyond her thirst for knowledge and obtaining sustenance, Assiah is willing to converse or play with any being, from those as lowly as mere commoners, to mentally interacting with the dreams of the Nuclear Chaos himself. She does these things to have fun or to sate her own curiosity, or merely because she feels like a good talk right now.

Despite her cherishing anyone she meets or befriends, Assiah doesn’t always respond to another trying to initiate conversation, however, unless a creature approaches the dunamis primordial just close enough to not be harmed by her gravitational pull. Assiah will answer questions unless she believes the answer would tip multiversal balance in one way or another -- the First Radiance seldom answers queries about the Far Realm, for one thing -- for as of now, she tries to remain strict neutral in all affairs.

Otherwise, she has made few decisions about anything. She has watched and wandered for all these millions of aeons. Only Assiah will know when she is ready to stop pondering and start acting by choosing or taking a side...

The First Radiance’s nickname is a bit of a misnomer, for truly she is akin to a singularity of a supermassive black hole -about the smallest a primordial can possibly be. However, surrounding Assiah is an aura of immense size, light, and heat that can incinerate all but beings of godly toughness. That is, if she knew what a god was.

Never seen without the Singularities, in her true form, Assiah is a humanoid creature, over a thousand feet tall, with sharp and feminine features. Her skin is a nearly featureless void, filled with orange stars, galaxies, and nebulae, bolstered by a fiery orange aura that dances across her body. Huge bursts of cosmic energy occasionally burst fourth from her back, and the same energy runs along her body in glowing veins. Her face has a sharp jawline, as she gazes on with her eyes, comprised of black sclera with little more than pinpricks of bright orange light in the shape of irises, akin to irises, that glow with power. Two bursts of energy, akin to quasars, spike upwards from her head in two large prongs, emanating an eternal light. Her cavernous maw bears a striking resemblance to that of a vampire, and her tongue and teeth are made out of solidified fiery energy. Six powerful strands of skin, akin to hair, emerge from her head, cascading down her back.

Primality. Assiah, while young and new on the scene in comparison to most of her kin, is still a primordial, and a great one at that. Her power consists of dominion over the domains of dunamis, fundamental forces, and spacetime, as she demands curiosity to gain power in order to wreak untold chaos. Her worshippers are mainly restricted to elementals who know of her, yet there are mortals who exist. These individuals are deadly intelligent, plumbing the depths of knowledge in search of a release for their titanic master, whom they believe holds the secret to knowledge.

Interspatial Senses. Assiah can sense any place that she has seen or visited. Assiah can see and hear at that location for as long as she maintains concentration (as if it were concentrating on a spell). Additionally, Assiah is immediately aware of any creature that speaks her name out loud - and she instantly knows what plane of existence that creature is on, as well as her distance and direction in relation to that creature.

Grant Spells. It is within Assiah’s power to spells to those who would dare call themselves her worshippers. As a bonus action, Assiah can give or withhold spell slots to (or from) one creature. A spell slot cannot be taken or given back by anyone other than Assiah once granted or withheld.

Spatiotemporal Supremacy. A portion of Assiah’s power comes from her dominion over chaos. As such, Assiah is capable of performing feats of magic that would defy imagination, which is to say nothing of their potential to crush Assiah’s enemies. All spells cast by Assiah as part of her spellcasting traits and lair actions are treated as being cast at 9th-level.

Immortality. Assiah doesn’t require air, food, drink or sleep and she cannot age, die of old age, or be aged magically.

Personality Trait. “Though I talk with everyone like I’ve known them all my life, I always feel like I’m very young, which comes through stronger when I try to find my purpose. Plus, what is ‘self-preservation’?”

Ideal. “I want to know what’s real – not just about my past, but the world and people around me. Plus, if I see someone who needs help, I often want to assist them. Surely that’ll help me find my purpose someday! Maybe in the meantime, I can find friends of my own.”

Bond. “Though I trust anyone I meet more than any higher power, and I’m fascinated by everything round me - the only thing I have left is a strong connection to someone from my past. I can barely remember them, but I am desperate to find them again.”

Flaw. “I can’t stand it when people say one thing and mean another! J-Just say what you mean! Plus, though I’m always hungry, it seems like everything is always my fault…!”

Sign: Black Hole Sun

The impending arrival of Assiah is heralded by abnormal weather that becomes more and more widespread as the sign becomes stronger, as well as the diminishment of natural and magical lighting, as well as the heavens distorting, causing stars in the nights ky to glowing weirdly with strange colors,, and constellations vanish, alter their appearance, or change positions. As the sign reaches its peak, unsettling auroras and intense meteor showers illuminate the night skies, and the sun peaces out and vanishes altogether - as Assiah *literally* eats it as a light snack.

Faint: Eerie weather occurs once every 2 weeks and affects an area of 21 (2d20) square miles in a place of the DM’s choice. The effects last for 3 (1d4 + 1) hours. The radius of illumination from natural light sources (both bright light and shadowy illumination) drops to half normal, to a minimum of 5 feet. Sunrise occurs 1 hour later than normal, and sunset occurs 1 hour earlier than normal - and the DC for any saving throw made to concentrate on a spell increase by 2.

Moderate: Eerie weather occurs once a week and affects an area of 101 (2d100) square miles. The effects last for 7 (2d4 + 2) hours. Spells and other effects that create magical darkness take effect for twice their normal duration. The radius of illumination from natural light sources drops to 5 feet. Sunrise occurs 2 hours later than normal, and sunset occurs 2 hours earlier. Finally, average temperatures raise by 2 degrees Fahrenheit all over the world, the DC for any saving throw made to concentrate on a spell is increase by 2, and whenever a creature deals damage with a. Spell, the damage is randomly changed to one of the following types (roll a d10 to determine which type): acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder.

Strong: Eerie weather occurs once a day and affects an entire continent or large surface of the planet. The effects last for 14 (4d4 + 4) hours. Spells and other effects that create magical darkness have their size doubled in all dimensions and take effect for twice their normal duration. Light produced by spells or other magical effects has its size halved in all dimensions and no longer dispels darkness spells of any level. Natural light sources do not illuminate any area at all, appearing only as dim spots. The sun rises for just 1 hour each day, and global temperatures raise by an additional 4 degrees. The DC for any saving throw made to concentrate on a spell is increase by 5, creature’s gain a +2 bonus to saving throws against spells and magical effects, and whenever a creature deals damage with a. Spell, the damage is randomly changed to one of the following types (roll a d10 to determine which type): acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder.

Overwhelming: Eerie weather occurs once an hour and affects the entire world. The effects last for 2 (1d4) hours (because the duration can be longer than the frequency, the effects often overlap). The sun vanishes altogether (Assiah ATE IT). Spells, magic items, and other effects that generate light cease to do so. Spells and other effects that create magical darkness continue to be enhanced as under the strong sign. The average temperature rasies another 10 degrees and raises by 1 degree further every day thereafter. Finally, the DC for any saving throw made to concentrate on a spell is increase by 5, creature’s gain a +2 bonus to saving throws against spells and magical effects, and whenever a creature deals damage with a spell, the damage is randomly changed to one of the following types (roll a d10 to determine which type): acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder.

Temperature

d20 Temperature

01-08 Heat wave; temperature rises by 1d4 × 10 degrees Fahrenheit

09-16 Cold snap; temperature falls by 1d4 × 10 degrees Fahrenheit

17-20 Invert season: summer becomes winter, spring becomes fall, and vice versa

Wind

d20 Wind

01-08 Strong wind

09-16 Strong wind and fog (heavily obscuring the area)

17-20 1d6 tornados

Precipitation

d20 Precipitation

01-10 No precipitation

11-12 Storm: heavy rain or heavy snowfall (temperature-based)

13-14 As storm, plus heavy lightning (rain) or blizzard (snow)

15-16 As storm, plus hurricane (rain) or hail (snow)

17-18 As storm, plus blood rain (rain) or rain of fish or frogs (snow)

19-20 As storm, plus acid rain (rain) or flaming hail (snow)

Tornado. Use the whirlwind spell (XGE 171) as the effect of the storm (with the actual tornado being much larger than the size of the spell), with a save DC of 20.

Blizzard. The area of the blizzard is heavily obscured. Additionally, ground that has heavy snow on it is difficult terrain until cleared.

Blood Rain. A creature that ends its turn in the rain must succeed on a DC 15 Constitution saving throw or be poisoned for 1 minute. A poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.

Rain of Fish or Frogs. Instead of snowing, fish and/or frogs fall from the sky, splattering when they hit the ground. Exposed creatures and objects take 1 bludgeoning damage at the start of each of their turns. Additionally, the ground becomes slick with gore and is difficult terrain until 2 (1d4) hours after the storm ends.

Acid Rain. Exposed creatures and objects take 2 acid damage at the start of each of their turns.

Flaming Hail. Exposed creatures and objects take 1 bludgeoning damage plus 1 fire damage at the start of each of their turns. Every 5 (1d10) rounds, a flaming hailstone explodes on impact in a random spot. Each creature within 20 feet of the impact must make a DC 15 Dexterity saving throw, taking 28 (8d6) fire damage on a failed save, or half as much damage on a successful one. The explosion covers the ground with fragments, making it difficult terrain until cleared.

Field of Annihilation

When all 10 magnetars and Assiah are united, as an action, Assiah can activate or deactivate her event horizon. While the event horizon is active, it alters the landscape in a 11,184,681,460 mile radius, which is centered on Assiah and which moves with her, forming an area known as a Field of Annihilation, where the gods fear to tread, and all else become Assiah’s toys, affected by the indomitable might of the primordial of dunamis and her entropic servants. A creature who attempts to leave the Field without Assiah’s permission must succeed on a DC 24 Charisma saving throw. On a failed save, it is teleported to an unoccupied space within 70 feet of her. On a successful save, the creature may leave, it takes 90 (20d8) force damage and is marked; Assiah and her magnetars know exactly where the creature is at all times regardless of the plane of existence it is on and any protection against divination magic it possesses.

When Assiah calls the Field of Annihilation to life, the radius is saturated with the combined might of Assiah and the hosts of the magnetars. Here, Assiah and the magnetars are instilled with the following benefits:

Asisah and the magnetars regain 250 hit points at the start of each of their turns.

Assiah’s Creature Sense trait’s area becomes the Field of Annihilation’s area.

The challenge rating restriction for the lair action which lets Assiah summon an elemental becomes 25. In addition, Assiah can summon a creature native to a elemental plane that is not the elemental chaos by making a Charisma (Intimidation) check contested by the target creature’s Wisdom (Insight) check. If Assiah succeeds the creature is summoned successfully and obeys not out of choice, but out of absolute, primal fear.

Assiah and the magnetars increase their ACs, saving throws and ability check modifiers by 1.

No means of resurrection is effective in the Field without Assiah’s permission.

The use of a wish spell beyond the duplication of a spell of 8th-level or lower is simply denied unless Asisah decides otherwise.

The immunities and resistances towards any effect or damage belonging to a creature of a divine rank less than 20 is ignored and any regeneration is nullified unless Assiah decides otherwise (excluding demigods, the funny unkillable reptile, Raile, and the Tarrasque).

Effects which would affect something within the Field or even the Field itself from a different plane of existence has no bearing and simply does not work. Planar travel and teleportation out of the Field is simply denied unless Assiah decides otherwise. There is no escape from Assiah’s entropy.

The outer premier of the Field is solid. This event horizon allows any material to pass into the lair, but nothing can leave without the aid of magic or Assiah’s permission.

Gravity within the event horizon pushes outwards in all directions from Assiah. Creatures can walk on the field of annihilation as though it were solid ground. This only functions if Assiah is not on a planetary body.

The field of annihilation blocks all lines of sight to the world outside the lair. Creatures and objects within the sphere cannot be targeted by those outside the sphere, and vice versa.

Divination spells cannot cross the Field of Annihilation.

Regardless of their initiative roll or the initiative rolls of other participants at the start of combat, Assiah and the Magnetars are always at the top of the initiative order.

Within the field of annihilation, on initiative count 20 (losing initiative ties), Assiah can perform one of the following acts, causing one of the following effects. Assiah can’t use the same effect twice in a row. If the Field is inside her lair, Assiah must choose between using this option and taking a lair action.

A pillar of cosmic energy shines down from the sky and purges Assiah’s foes. Each creature of Assiah’s choice  in a 420 foot radius sphere centered on a point of Assiah’s choice anywhere within the field must succeed on a DC 24 Dexterity saving throw or take 220 (40d10) radiant damage on a failed save.

On a successful save, the target cannot gain advantage and cannot critically hit. This ability cannot be used again for the next 3 rounds.

Assiah rends the bodies of those opposing her. Assiah targets up to three creatures of her choice that she can sense inside the field, and forces them to make a DC 24 Constitution saving throw. On a failed save, the target dies. On a successful save, the target takes 165 (30d10) necrotic damage and its Constitution score becomes 10 if it is not already 10 or lower already. This ability cannot be used again for the next 3 rounds.

Assiah creates a void of psychic energy as she calls a nightmarish fissure into being at a point of her choice within the field. Each creature of Asisah’s choice within a 840 foot radius sphere, centered on the fissure, must make a DC 24 Wisdom saving throw. On a failed save, a creature’s consciousness is ripped out of their physical self and destroyed, killing them instantly. On a successful save, the creature takes 113 (18d10 + 14) and their Intelligence or Wisdom score becomes 10 as determined by a d6 if the chosen ability score is not 10 or lower already. This ability cannot be used again for the next 3 rounds.

Lair and Lair Actions

On initiative count 20 (losing initiative ties), Assiah can take a lair action to cause one of the following magical effects; Assiah can’t use the same effect two rounds in a row:

Assiah targets one creature that she can sense within 420 feet of her. A crackling cord of gravity tethers Assiah to the target. Whenever Assiah takes damage, the target must succeed on a DC 24 Constitution saving throw. On a failed save, the target takes all damage while Assiah takes none. On a successful save, Assiah takes half damage and the target takes the remaining damage (rounded down). This tether lasts until initiative count 20 on the next round or until Assiah or the target is no longer in Assiah’s lair.

Assiah attempts to leech matter from a creature using her gravity. She targets and attempts to siphon the very being of a creature that she can sense within 420 feet of her. The target must succeed on a DC 24 Constitution saving throw, on a failed save, the target takes 117 (18d12) necrotic damage. Roll a d6 for a creature which fails the save, the result of which determines which out of the creature’s Strength, Dexterity and Constitution scores drops to 10 if it is not 10 or lower already.

Assiah targets one friendly creature that she can sense within 840 feet of her. The target is empowered by Assiah, and gains advantage on all attack rolls, ability checks, and saving throws it makes before the end of its next turn. If the target doesn’t or can’t use this benefit in that time, the empowerment is lost.

Assiah targets one creature that she can sense within 840 feet of her and freezes it by sheer force of gravity. The target must succeed on a DC 24 Charisma saving throw or be paralyzed. It can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Assiah summons a number of elementals equal to half her Charisma modifier (rounded down, minimum 1) of a challenge rating no higher than 20. The elementals will obey its telepathic commands which can reach anywhere in the lair. The elementals remain until initiative count 20 on the next round or until Assiah chooses to banish them (no action required).

Assiah demonstrates her dominion over spacetime and casts a spell of 10th-level or lower, choosing from the bard, druid, sorcerer, warlock and wizard spell list (excluding wish and magic jar). She needn’t concentrate on the spell if it requires concentration, and if the spell has a lasting duration, it ends on initiative count 20 on the next round.

Regional Effects

Her influence muddled by the presence of the various elder evils scattered throughout the cosmos, one falls prey to the very presence of Assiah in the Elemental Chaos, a chaotic maelstrom of a thousand sensations, a pandemonium of chaos and timeless entropy, a storm where her home happens to be. In the Elemental Chaos, one can expect to perhaps experience all of these effects:

Creatures which are not aberrations or elementals within the Elemental Chaos feel as if they are being followed and watched, even when they are not. Most likely, they are, as legions of elementals who serve Assiah patrol the area beyond the elemental planes. After every 2 hours spent in the Elemental Chaos, roll a d20. On a 15 or higher, up to 7 elementals of any kind with a challenge rating equal to or lower than 20 are encountered.

Assiah can overhear any telepathic conversation happening within the Elemental Chaos. The creature that initiated the telepathic conversation makes a DC 24 Wisdom (Insight) check when telepathic contact is first established. If the check succeeds, the creature is aware that something is eavesdropping on the conversation. The nature of the eavesdropper isn’t revealed, and Assiah can’t participate in the telepathic conversation unless if she has personally met or if she has subjugated the creature that initiated it.

Any creature in the Elemental Chaos is mentally assaulted by psychic static; a detritus of amplified mental power consisting of the temporally-displaced stray thoughts of Assiah, commingled with the thoughts of creatures she has subjugated, as well as the remaining energy of creatures who died in the Elemental Chaos. After every hour spent in the Elemental Chaos, roll a d20. On an 11 or higher, a creature that is hostile to Assiah must succeed on a DC 24 Charisma saving throw. On a failed save, the creature develops a long-term madness. On a successful save, the creature is incapacitated for 1 minute.

In the domain of a black hole, the power of the arcane tends to be unreliable without the aforementioned black hole’s permission. When any creature that is hostile to Assiah casts a spell, roll a d20. On an 11 or higher, immediately roll on the Wild Magic Surge table. On a 10 or lower, the spell has no effect. In addition, Assiah can innately sense a spell being cast and the effects of a spell that has already been cast within the Elemental Chaos. She is aware of the spell’s abilities along with the exact location of the caster, who in turn feels inexplicable dread throughout the process of casting the spell.

Non-legendary magic items automatically suffer from the effect of a roll of 10 or lower when it is used.

When a creature hostile to Assiah that isn’t an aberration or elemental that has a level or challenge rating of 60 or less finishes a long rest within the Elemental Chaos, roll a d20 for that creature. On a roll of 10 or higher, the creature is targeted by the mental prison spell. No concentration is required on the spell, but it uses Assiah’s spell save DC and is affected by her Magical Superiority trait as if she were the one casting the spell. On a roll of 9 or lower, the creature must succeed on a DC 24 Charisma saving throw or develop an indefinite madness.

If Assiah is slain, these effects persist indefinitely.

user-145332577