Orators of Truth. When an asfaraba speaks a power word, it alters reality to transform the spoken word into truth. Damage caused by the asfaraba’s power words is unavoidable and can’t be prevented in any way beyond the reduction provided by a successful saving throw. If a power word requires a creature to make a saving throw, and that creature cannot hear the sound of the power word being spoken, the target has advantage on the saving throw to resist the power word’s effects.
Death Shroud. When an asfaraba dies, its body dwindles into nothing, leaving behind a 15 foot tall, 15 foot wide hole in reality. The portal is dark and opaque. Those who look into the portal hear a torrent of whispers wrapped in violent wind, but are unable to discern anything about where the portal might lead. The portal is a two-way gateway that can lead to any number of places. It might lead to another location on the plane where the asfaraba perished, or it might lead to a location on a completely different plane of existence altogether. In some cases, it will lead to an alternate reality, one which might be very similar or very different from the one the portal originated on. The GM decides where the portal leads. A creature may pass through the portal as an action, taking with them anything they are holding or wearing.
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. (Spell save DC 19, +11 to hit with spell attacks)
Power Word: Kill (1/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.
The asfaraba 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 asfaraba regains spent legendary actions at the start of its turn.
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
This monster is ported to DnDBeyond from the Quintessential Guide to Monster Encounters
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