Huge Aberration, Unaligned
Armor Class 18 Natural
Hit Points 230 (230d12 + 100)
Speed
STR
20 (+5)
DEX
20 (+5)
CON
20 (+5)
INT
20 (+5)
WIS
20 (+5)
CHA
20 (+5)
Saving Throws STR +11, DEX +11, CON +11, INT +11, WIS +11, CHA +11
Damage Resistances Cold, Fire, Poison
Damage Immunities Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Poisoned
Senses Passive Perception 21
Languages --
Challenge 18 (20,000 XP)
Proficiency Bonus +6
Actions

Multiattack. The asfaraba uses its Unfathomable Presence. It then uses one Power Word.

Unfathomable Presence. Each creature of the asfaraba’s choice, that is within 120 feet of it and aware of it, must succeed on a DC 19 Wisdom saving throw, or fall prone and become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the frightened effect on itself on a success. If a creature's saving throw is successful, or the effect ends for it, the creature is immune to the asfaraba’s Unfathomable Presence for the next 24 hours.


Power Word: Arcane. The asfaraba casts any spell of 7th level or below.


Power Word: Kill (Once per Day). The asfaraba utters a word that compels one creature it can see within 60 feet to die instantly. If the creature it chooses has 100 hit points or fewer, it dies. Otherwise, the word has no effect.

Power Word: Eradicate. The asfaraba ushers a creature with 0 hit points that is within 30 feet beyond the veil of reality. The target must succeed on a DC 20 Charisma saving throw, or be erased from reality. A creature who is erased from reality no longer exists,
and has never existed. The universe will bend to accommodate a version of itself most similar to its current state, but it will be one where the target was never a part of it. Everyone that knew the target may attempt a DC 20 Wisdom saving throw to cling to their memories of the eradicated target, however, they may only attempt this saving throw once. Once a target has been eradicated, nothing can bring them back to life aside from the casting of a wish spell. It is up to the GM to determine how reality is reformed.

Legendary Actions

Power Word: Know. The asfaraba forces a creature within 60 feet of it to make a DC 18 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. It gains insight into the creature’s
reasoning (if any), its emotional state, and something that looms large in its mind (such as something it worries over, loves, or hates).


Power Word: Move. The asfaraba magically teleports into a space within 500 feet.

Power Word: Pain (Costs 2 Actions). The asfaraba inflicts immeasurable pain to course through a creature it can see within 120 feet. The creature must succeed on a DC 18 Constitution saving throw, or take 18 (4d8) psychic damage and become paralyzed for 1 minute. The creature may attempt another Constitution saving throw at the start of each of its turns, ending the paralysis on a success.

Description

Standing over twenty feet tall, asfaraba are ancient and tremendous beings. Their skin is a pale gray, and their faces are very soft with non-pronounced features. In addition to the flowing yellow robes, asfaraba typically wear grotesque ivory masks with bizarre and twisted features.

The first asfaraba were born from the emotions of the gods but, when enough mortals are gathered in one place feeling something in unison, on rare occasions, an asfaraba can appear. Asfaraba are highly emotional beings, and have personalities that reflect the emotions responsible for summoning them. The situation surrounding the creature’s birth might vary in your encounter. The city may be experiencing a famine, plague, or war that has caused the populace to become highly distressed. It is also possible that the kingdom is in mourning, perhaps after the death of a beloved ruler.

Whatever the cause, in this encounter the general population is likely depressed, despondent, and entirely unhappy.

Monster Tags: aberration

TaxEvader22438

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