Immutable Form. The Connihileft is immune to any spell or effect that would alter his form.
Inscrutable. The Connihileft is immune to any effect that would sense his emotions or read his thoughts, as well as any divination spell that he refuses. Wisdom (Insight) checks made to ascertain the Connihileft's intentions or sincerity have disadvantage.
Keen Senses. The Connihileft has advantage on all Wisdom (Perception) checks.
Legendary Resistance (3/Day). If the Connihileft fails a saving throw, he can choose to succeed instead.
Otherworldly Perception. The Connihileft can sense the presence of any creature within 60 feet of him that is invisible or on the Astral Plane. He can pinpoint such a creature that is moving.
Regeneration. The Connihileft regains 20 hit points at the start of his turn. If the Connihileft takes radiant damage, this trait doesn't function at the start of the Connihileft's next turn. The Connihileft dies only if he starts his turn with 0 hit points, and doesn't regenerate.
Spellcasting. The Connihileft is a 20th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 22, +14 to hit with spell attacks). The Connihileft has following wizard spells prepared:
Cantrips (at will): chill touch, dancing lights, fire bolt, ray of frost, shocking grasp
1st level (4 slots): detect magic, false life, magic missile
2nd level (3 slots): hold person, locate object, misty step, ray of enfeeblement
3rd level (3 slots): bestow curse, counterspell, dispel magic, vampiric touch
4th level (3 slots): banishment, blight, greater invisibility, phantasmal killer
5th level (3 slots): mislead, telekinesis
6th level (2 slots): circle of death, disintegrate, flesh to stone
7th level (2 slots): finger of death, symbol
8th level (1 slot): feeble mind
9th level (1 slots): imprisonment, wish
Turn Immunity. The Connihileft is immune to effects that turn undead.
Horrific Shapeshifter. The Connihileft can alter his physical form and appearance into that of any person or creature that he has seen before (a dragon, a giant spider, a robin, a player, etc.). Additionally, he can peer into the souls of his victims. Any person or creature that can experience fear and is seen by the Connihileft must succeed a DC 30 Wisdom saving throw or they become subject to the Connihileft's gaze. Whenever the Connihileft sees into the soul of a creature who can experience fear, he can alter his form into a living embodiment of that creature's fears. A creature that is subjected to this trait must succeed on second DC 30 Wisdom saving throw or become permanently frightened. A creature can roll again at the end of each of their turns, ending the effect on themselves on a success. Multiple creatures can become subject to this trait at a time. While in this altered state, the Connihileft retains his alignment, stats, proficiencies, and personality.
Multiattack. The Connihileft can use his Frightful Presence. He then makes five attacks: two with his bite, and three with his claws. If he is welding a melee weapon, he instead makes two bite attacks, and three melee weapon attacks.
Bite. Melee Weapon Attack: +19 to hit, reach 5 ft., one target. Hit: 24 (4d6 + 10) piercing damage. If the target is a creature, it must succeed on a DC 23 Constitution saving throw or become paralyzed. The target can repeat the saving throw at the end of its turns, ending the effect on a success.
Claws. Melee Weapon Attack: +19 to hit, reach 5 ft., one target. Hit: 19 (2d8 + 10) slashing damage.
Frightful Presence. Each creature of the Connihileft's choice within 120 feet of him must succeed on a DC 25 Wisdom saving throw or become frightened for 24 hours. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if the Connihileft is within line of sight, ending the effect on itself on a success.
Possession (Recharge 5-6). One humanoid that the Connihileft is aware of must succeed on a DC 20 Charisma saving throw or be possessed by the Connihileft; the Connihileft then disappears, and the target is incapacitated and loses control of their body. The Connihileft now controls the body, but doesn't deprive the target of awareness. The Connihileft can't be targeted by any attack, spell, or other effect, and retains its alignment, Intelligence, Wisdom, Charisma, and immunity to being charmed. He otherwise uses the possessed target's statistics, but doesn't gain access to the target's knowledge, class features, or proficiencies.
The possession lasts until the body drops to 0 hit points, the Connihileft ends it as a bonus action, or the Connihileft is forced out by an effect like the dispel evil and good spell. When the possession ends, the Connihileft returns to the space it previously occupied or he appears in an unoccupied space within 30 feet of the body.
The Connihileft 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 Connihileft regains spent legendary actions at the start of his turn.
Attack (Costs 1 Action). The Connihileft makes one bite attack or claw attack. If the Connihileft is wielding a melee weapon, he can instead make one melee weapon attack.
Move (Costs 2 Actions). The Connihileft moves up to it speed without provoking opportunity attacks.
Cast a Spell (Costs 3 Actions). The Connihileft casts a spell from its list of prepared spells, using a spell slot as normal.
Description
"I'm telling you. We shouldn't be seeking something like this thing. Rumors of 'a demon lord that sends the mighty Demogorgon cowering in fear'? That's not something we're cut out to handle." Rask warned, growing more anxious as they traversed the dark tunnels under the city.
"Uh-huh, and I'm supposed to care because of what? We've walked over five miles underground now. We're clearly not under our city anymore." Asmithe said, showing just how apparent his lack of interest was in Rask's complaining.
"Come on. This thing toys with his victims to death. He's fabled to savor the taste of his victims fear." Rask looked back the way they came, seeing the same dark tunnels behind him as there were in front of him. "I just think we should turn back." Rask turned back around just in time to see Asmithe's form melt away, leaving a monster of unknown horror standing in front of him.
"You have good instincts." The Connihileft sniffed the air around Rask as he cowered in fear. "And your fear smells so divine..."
The Connihileft is a monster in his own right. A demon in a class of his own. His form is almost always in a constant state of change, but his original form is that of a bipedal canid, with many significant alterations. Matted greenish-gray fur over torn and scarred flesh, a secondary layer of flexible armor-like bones just underneath protect the vital organs and muscles, despite a large two-edged sword sticking through the center of his chest. Grizzly, humanoid arms with vicious padded claws. Large, fox-like ears, and a torn-up tail with a large, barb-like bone at the tip. An almost cartoonish white mask with six nostils and four eye holes covered his face. The six large, rounded teeth of the mask hidng the hundreds of razor-sharp, pointed metal teeth that riddled his mouth in several rows, surrounding a tentacle-like tongue that extended just over five feet in length. His eys were in a constant state of change. First, there was one eye in each hollow black socket, then, there was two, then hundreds constantly moving to focus on seemingly everything, then none at all, and then the cycle repeated itself. He uses his naturally horrific appearance, and shapeshifting ability to act as the self-proclaimed "Overlord of Fear".
Non-Euclidean Hunter. The Connihileft almost never leaves his own realm. Not for fear of another demon attempting to usurp his position, but rather because he chooses not to, and will venture out only if he deems the reason worth the effort. Instead of leaving his domain to find victims to hunt and torment, he has various elaborate networks of portals that lead unwittingly adventurous prey right to him. These portals are scattered all over the realm and there is at least one on every plane of existence. These portals can appear as inconspicuous as a seemingly endless closet in a small inn, or as blatant as a two-dimensional doorway in the center of a city square. Many of these portals lead to chambers and pathways that are labrinthine in nature to ensure that anyone who enters doesn't come out. All of these inter-dimensional pathways always lead directly to the center of the Connihileft's layer of the Abyss, affectionately named Sea of Dying Black. Once these poor souls reach the final destination, the balance of reality falls in the Connihileft's hands as the entire layer is shaped and reshaped by his will.
Decadence in Fear. The Connihileft has a rather palpable hunger for fear. He can categorize different people and different kinds of fear based on the "flavor" it brings to his tongue. With this level of desire for fear comes a sense a favoritism in a certain taste. He overtly seeks out victims that taste the best to him, and will haunt and torment them for months to even years until the flavor starts to sour where he then consumes the victims body to get a final full experience of their illustrious taste. He then leaves in search of new prey to torture and feed off of, often killing or enslaving anyone in relation to his previous victims. This almost physical manifestation of fear gives the Connihileft strength, and allows him to grow stronger with every new victim.
Tyrant of the Deep Abyss. The Connihileft is the sole resident of his layer of the Abyss. It had once been full of lesser fiends and demons alike, but even they fell victim to the Connihileft's insatiable desire to torture and feed. Eventually, he slew more than half of the his own, and enslaved those that remained to lives of servitude and imprisonment. The Connihileft has enacted countless crusades to other layers of the Abyss, overthrowing several other demon lords that had reigned centuries longer than he has. In every case, there was only genocide as layer after layer of the Abyss fell to his power. Many other demon lords actively oppose the Connihileft's tyranny, and band together only in the name of fending him off.
The End of Times. It is unclear as to what the Connihileft's ultimate goals happen to be. However, it is thought that such an insidious and serial individual could only have one goal: The bring the Realm to its ultimate end, and rend the material world assunder until nothing remains but him. No one knows if this is his true intentions, but without his daughter, the Homagorephix, to keep him in check, it is very likely that this is the end goal no matter what he truly intends to do.
Lair and Lair Actions
An almost inaccessible layer of the Abyss, the Connihileft's lair takes the form of a large floating landmass in a void of black, with one hazy orange sun just barely over the horizon. This land mass is mostly covered in an shallow ocean of syrupy black liquid which endlessly flows of the edge of the land mass. To what can only be assumed to be North, is a labyrinthine, black, fortress-like structure, which serves as the Connihileft's living quarters, infested with the beasts and monsters that have become to the Connihileft's enslavement. In the opposite direction, is a desolate city. This city is comprised of grayscale stone work and faded wood with barren streets, mostly empty buildings, and no residents apart from whole skeletons strewn all throughout the city.
Lair Actions
On initiative count 20 (losing initiative ties), the Connihileft takes a lair action to cause one of the following effects; the Connihileft can’t use the same effect two rounds in a row:
- The Connihileft can change the internal layout of one section of his fortress at will.
- The Connihileft can cause black rocky pillars to rise out of the black ocean. He can choose to summon up to 50 pillars at one time. These pillars can be as closely spaced as 1 foot apart or as far as 5 miles apart. Each pillar is a cylindrical tower which is 10 feet in diameter and 50 feet tall. Each pillar has an AC of 20, and has 350 hit points. A pillar can be knocked over with a DC 25 Strength check with disadvantage.
Regional Effects
The region containing a legendary Connihileft’s lair is an area of empty space with gravity in a state of constant flux, which creates one or more of the following effects:
- This area is impossible to move through, and all movement is reduced to zero. However, a creature can move by means of will. A creature can move up to 50 feet with a successful DC 20 Intelligence check.
- Due to constantly changing gravity, a creature is almost constantly moving in a random direction. While a creature is outside of the Connihileft's lair, they must roll a d6 and a d100 to determine which direction and how far they move.
- On a 1, the creature moves forward a number of feet equal to the amount rolled on the d100.
- On a 2, the creature moves right.
- On a 3, the creature moves backwards.
- On a 4, the creature moves left.
- On a 5, the creature moves upwards.
- On a 6, the creature moves downwards.
- Any medium or smaller creature that moves through the black ocean, and does not have a swimming speed, will have their movement speed halved while they trudge through the tar-like liquid. The liquid, however is resistant to adherence to the skin, and is easy to escape from. Any attempts to capture or otherwise contain this substance will automatically fail.
If the Connihileft dies, these effects fade over the course of 5d10 days. Additionally, the Connihileft's lair crumbles and disappears.
Previous Versions
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3/29/2024 1:59:09 AM
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Coming Soon
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