Medium Aberration (Aarakocra), Chaotic Good
Armor Class 20 (natural armor)
Hit Points 368 (32d8 + 224)
Speed 35 ft., Fly 55 ft.
STR
14 (+2)
DEX
18 (+4)
CON
24 (+7)
INT
22 (+6)
WIS
18 (+4)
CHA
18 (+4)
Saving Throws DEX +13, CON +16, INT +15
Skills Arcana +15, History +15, Insight +13, Perception +13
Damage Resistances Acid, Cold, Fire, Lightning; Bludgeoning, Piercing, and Slashing from Magic Weapons
Damage Immunities Necrotic, Poison, Psychic, Radiant; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Truesight 300 ft., Passive Perception 23
Languages Common, Deep Speech, Telepathy 300 ft.
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

Astral Alacrity. The aberration can take an additional action on its turn.

Arcane Susceptibility. When the aberration takes force damage, it has disadvantage on attack rolls and saving throws until the end of its next turn and loses its resistance to magic weapon attacks for the same duration.

Cosmic Resurrection. When the aberration drops to 0 hit points, the aberration's body is destroyed, and it becomes a Shard of Sevaen'Wrougth, a Tiny object with AC 20, 100 hit points, and immunity to all damage except force damage. After 24 hours, the aberration regains 1 hit point and its body is fully repaired.

Purified Arcana. When the aberration deals damage of any type other than bludgeoning, piercing, and slashing from non-magical weapons, the aberration ignores resistance to the damage dealt.

Magic Weapons. The aberrations weapon attacks are magical.

Legendary Resistance (4/Day). If the aberration fails a saving throw, it can choose to succeed instead.

Regeneration. The aberration regains 20 hit points at the start of its turn, provided it has at least 1 hit point. If the aberration takes force damage, this trait doesn't function at the start of the aberrations next turn.

Actions

Multiattack. The aberration makes two weapon attacks, one with Airtafae and one with Trandafir.

Airtafae. Melee Weapon Attack: +15 to hit, reach 5 ft., 1 target. Hit: 13 (2d6 + 6) slashing damage, plus 10 (3d6) fire damage and 10 (3d6) radiant damage.

Trandafir. Melee Weapon Attack: +15 to hit, reach 5 ft., 1 target. Hit: 13 (2d6 + 6) slashing damage, plus 10 (3d6) cold damage and 10 (3d6) radiant damage.

Baneful Starfire (Recharge 5-6). The aberration unleashes a burst of raw magical energy in 30-foot cone. Each creature caught in the area must make a DC 23 Constitution saving throw, taking 26 (4d12) radiant damage and 26 (4d12) psychic damage on a failed save, or half as much damage on a successful one. A creature that fails its saving throw becomes stunned for 1 minute. An affected creature can repeat the saving throw at the end of its turn for the duration, ending the effect on itself on a success.

Storm of Stars (1/Turn). The aberration calls down five stars, which each strike a point within 800 feet of itself. Each creature within a 15-foot radius of each point must make a DC 23 Dexterity saving throw, taking 13 (3d8) bludgeoning damage and 13 (3d8) radiant damage on a failed save, or half as much damage on a successful one. A creature can only be damaged by one star. If the aberration is within the area of at least one of the stars, it gains 26 (6d8) temporary hit points. Structures and objects that are not being worn or carried take double damage from the stars.

 

Reactions

Shield of Starlight. When the aberration is hit by an attack, it can use its reaction to take half damage from the triggering attack.

Previous Versions

Name Date Modified Views Adds Version Actions
11/22/2023 2:59:48 AM
2
1
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Coming Soon
Owlthulu

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