Reactive Immunity: When it takes [necrotic] or [radiant] damage, the heads can switch their immunity to either of those two damage types. If it is immune to necrotic damage at the time, it can use a reaction to switch its immunity to radiant if necessary.
Can only be used (4 times per long rest).
Spellcasting. The [Abeloth] is a 6-level spellcaster. Its spellcasting ability is [charisma] (spell save DC 19, +10 to hit with spell attacks). The [Abeloth] has following [wizard], [warlock] and [sorcerer] spells prepared:
Cantrips (at will): [Minor Illusion], [Mold Earth]
3rd level (3 slots): [Daylight], [Darkness], [Crown of Madness], [Counterspell]
Multiattack. The [Abeloth] makes one bite attack with each of its heads.
Bite. Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit: 21 (2d10 + 10) [piercing] damage, plus 13 (2d12) [force] damage.
Claw. Melee Weapon Attack: +10 to hit, range 5/15 ft., one target. Hit: 19 (2d8 + 10) [slashing] damage. If the target is huge, or smaller they are grappled and restrained (escape DC 18 STR).
Tail. Melee Weapon Attack: +10 to hit, reach 20ft., two targets. Hit: 19 (2d8 + 10) [bludgeoning] damage. If the targets are creatures they must succeed on a DC 20 STR saving throw, or be knocked prone.
Breath Weapon (Recharge 5-6). The [Abeloth] exhales a blast of energy in a 300-foot cone. Each creature in that area must make a DC 20 DEX saving throw. On a failed save, the creature takes 10d10 [radiant] damage. On a successful save, the creature takes half as much damage.
[Optional]. Smouldering Glare. Seduces the bard., Hit: 6 (2d4) [psychic] damage.
Opportunity. Opportunity Attack.
Spell: 3rd level: [Counterspell]
The [Abeloth] can take 4 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 [Abeloth] regains spent legendary actions at the start of its turn.
Billowing Wings (Costs 1 Action). The [Abeloth] beats its wings. Each creature within 60ft must make a DC 17 STR saving throw, on a fail the creatures are knocked prone, on a success, the creatures are move backwards 10ft.
Radiant Spear (Costs 3 Actions). The White Head of the [Abeloth] creates four spears of magical force. Each spear hits a creature of the [Abeloth] choice it can see within 120 feet of it, dealing (1d8 + 16) [force] damage to its target.
Ruinous Wake (Costs 3 Actions). The Black Head of the [Abeloth] spews a beam of black fire in a 10ft wide and 300ft straight line that lays across the ground. At the end of the next person's round, multiple small explosions of black sphere's occur and each creature within 20ft must make a DC 17 DEX saving throw. You take (2d8 + 16) [necrotic] damage on a failure, half as much on a success. Once used the [Abeloth] falls to the ground and becomes vulnerable to all damage (excluding it's immunities) for 1 round.
If the [Abeloth] drops below 300hp, the mythic actions kick in; they cost 3 actions and only one mythic action can be made per long rest.
Severance (Costs 3 Actions). The [Abeloth] utters a chant in an unknown language and tears the fabric of the realms, cutting off all use to magic (spells) until the end of the initiative order, by which time the tear will repair itself and the use of magic (spells) will resume.
Teraflare (Costs 3 Actions). Both heads lurch up and use their breath weapons to create a sphere of radiant and necrotic light, which is 60ft wide, centred directly in front of it. Any creature within the sphere takes (3d12) [radiant] damage and (3d12) [necrotic] damage and has to take the dash action on their next turn to get out of it.
Description
This Chromatic [Abeloth] is akin to the ancient dragon Gods, but was sealed eons ago by the Gods of Eld who feared its power.
It has two heads upon it's gargantuan body. One clad in radiant white scales with eyes as black as the night sky. The other head with scales that resembles the darkest of nights and eyes as bright as the moon.
Lair and Lair Actions
The lair is a large open space (roughly 300ft by 300ft) in a forgotten barren area. It emanates splotches of sickly radiance into the sky. At the very edge darkness encroaches and the shadow seems to almost be moving. The terrain itself is bumpy and rocky with a few pillars of rock scattered around (big enough for a humanoid creature to hide behind). Any creatures that enter the square can only go 1/4 of the way before a small orb like relic flashes red, a warning for them to halt. There are 12 Sigils on a chain that surrounds the [Abeloth], weakening it and keep it in an eternal slumber.
Regional Effects
The region containing a legendary [Abeloth]’s lair is [mythical], which creates the following effects:
- The Sigil of The 12 brightens as a warning to any creature that enters and sends dissonant whispers into their minds as a warning to leave the area and not return. However, if they manage to move past the small orb the Sigil of The 12 will bless them with [Guiding Fate], and gives them advantage on Death Saving Throws and grants them 50 temporary Hit Points.
- As soon as anyone enters the area they can hear a low heartbeat, as they get closer the heartbeat gets louder and louder.
- The [Abeloth] wakes when a creature is within 100ft of it, chaos descends and everyone has to make a DC 18 DEX saving throw, or be forced 30ft backwards.
Reducing the HP of the [Abeloth] to 40 causes it to return back to its slumber.
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