Mythic Resistance (3/Day). If Zirutak is reduced to 0 hit points, it can choose to drop to 1 hit point instead.
Void Resilience. Zirutak has advantage on saving throws against spells and other magical effects.
Magic Weapons. Zirutak's weapon attacks are magical.
Void Aura. Any creature that starts its turn within 120 feet of Zirutak must make a DC 29 Wisdom saving throw or have disadvantage on all attack rolls, saving throws, and ability checks until the start of its next turn.
Innate Spellcasting. Zirutak's spellcasting ability is Charisma (spell save DC 29, +19 to hit with spell attacks). It can innately cast the following spells, requiring no material components:
- At will: Detect Magic, Dispel Magic, Misty Step, Telekinesis, Plane Shift (self only)
- 3/day each: Meteor Swarm, Power Word Kill, True Polymorph, Reality Break, Time Stop, Gate, Prismatic Wall, Foresight, Dominate Monster, Imprisonment
- 1/day each: Wish, Mass Heal, Mind Blank, Disintegrate, Psychic Scream, Storm of Vengeance, Mass Suggestion, Chain Lightning, Fire Storm, Earthquake
Multiattack. Zirutak makes four attacks: one with its Bite and three with its Tentacles.
Bite. Melee Weapon Attack: +20 to hit, reach 20 ft., one target. Hit: 50 (8d8 + 10) piercing damage plus 45 (10d8) necrotic damage.
Tentacle. Melee Weapon Attack: +20 to hit, reach 30 ft., one target. Hit: 45 (8d6 + 10) bludgeoning damage plus 40 (9d8) psychic damage.
Void Distortion (Recharge 5-6). Zirutak targets one creature it can see within 60 feet. The target must succeed on a DC 29 Constitution saving throw or take 144 (16d12) force damage and be stunned for 1 minute. The stunned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Void Wave. Zirutak emits a wave of void energy. Each creature of Zirutak's choice within 60 feet must succeed on a DC 29 Constitution saving throw or take 81 (18d8) psychic damage and be knocked prone.
Warp Space. Zirutak teleports to an unoccupied space it can see within 120 feet.
Mind Shatter. Zirutak targets one creature it can see within 120 feet. The target must succeed on a DC 29 Intelligence saving throw or take 72 (16d8) psychic damage and be frightened until the end of Zirutak's next turn.
Elemental Shift. Zirutak changes its resistance to any two damage types.
Distorted Reality. Zirutak creates a 20-foot-radius sphere of warped space centered on a point it can see within 120 feet. The area is difficult terrain for all creatures except Zirutak. When a creature enters the area for the first time on a turn or starts its turn there, it must make a DC 29 Dexterity saving throw, taking 90 (20d8) force damage on a failed save, or half as much damage on a successful one.
Void Touch. When a creature within 15 feet of Zirutak hits it with an attack, Zirutak can make one Bite attack against that creature.
Distort Reality. When Zirutak is targeted by a spell or attack, it can create a distortion in reality, giving itself advantage on the saving throw or causing the attack roll to be made with disadvantage.
Psychic Backlash. When a creature within 120 feet of Zirutak that it can see uses an ability that requires a saving throw, Zirutak can force the creature to make a DC 29 Intelligence saving throw, taking 72 (16d8) psychic damage on a failed save, or half as much damage on a successful one.
Warp Void. When Zirutak takes psychic damage, each creature within 60 feet of it must make a DC 29 Intelligence saving throw, taking 54 (12d8) psychic damage on a failed save, or half as much damage on a successful one.
Reality Shift. When Zirutak is hit by an attack, it can use its reaction to teleport up to 60 feet to an unoccupied space it can see.
Zirutak can take 5 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. Zirutak regains spent legendary actions at the start of its turn.
Attack. Zirutak makes one Tentacle attack.
Elemental Blast. Zirutak releases a blast of elemental energy in a 60-foot line that is 10 feet wide. Each creature in that line must make a DC 29 Dexterity saving throw, taking 63 14d8 damage of Zirutak's choice (fire, cold, lightning, or thunder) on a failed save, or half as much damage on a successful one.
Corrupting Touch (Costs 2 Actions). Zirutak touches one creature within 10 feet. The target must succeed on a DC 29 Constitution saving throw or be poisoned for 1 minute. While poisoned in this way, the creature takes 45 (10d8) necrotic damage at the start of each of its turns. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Mind Flay (Costs 3 Actions). Zirutak targets one creature it can see within 120 feet. The target must succeed on a DC 29 Intelligence saving throw or be stunned until the end of Zirutak's next turn.
Reality Tear (Costs 3 Actions). Zirutak creates a 20-foot-radius sphere of warped space centered on a point it can see within 120 feet. The area is difficult terrain for all creatures except Zirutak. When a creature enters the area for the first time on a turn or starts its turn there, it must make a DC 29 Dexterity saving throw, taking 72 (16d8) force damage on a failed save, or half as much damage on a successful one.
If Zirutak's mythic trait is active, it can use the options below as legendary actions for 1 hour after using Mythic Resistance.
Void Pulse (Costs 2 Actions). Zirutak emits a pulse of void energy. Each creature of Zirutak's choice within 60 feet must succeed on a DC 29 Constitution saving throw or be paralyzed until the end of Zirutak's next turn.
Elemental Storm (Costs 3 Actions). Zirutak conjures a storm of elemental energy in a 60-foot radius centered on itself. Each creature in that area must make a DC 29 Dexterity saving throw, taking 90 20d8 damage of Zirutak's choice (fire, cold, lightning, or thunder) on a failed save, or half as much damage on a successful one.
Reality Warp (Costs 3 Actions). Zirutak targets up to three creatures it can see within 120 feet. Each target must succeed on a DC 29 Wisdom saving throw or be teleported to an unoccupied space of Zirutak's choice within 120 feet of it.
Void Crush (Costs 2 Actions). Zirutak targets one creature it can see within 60 feet. The target must succeed on a DC 29 Constitution saving throw or take 81 (18d8) force damage and be restrained for 1 minute. The restrained target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Mind Break (Costs 3 Actions). Zirutak targets one creature it can see within 120 feet. The target must succeed on a DC 29 Intelligence saving throw or be stunned for 1 minute. The stunned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Description
Zirutak, Void Finality is the ultimate embodiment of the Eldrazi's insatiable hunger and reality-warping power. As a mythic titan of the void, Zirutak transcends the bounds of existence, its presence heralding the end of worlds and the unraveling of reality itself.
Appearance: Zirutak's form is an immense, ever-shifting mass of tendrils and limbs, composed of raw, chaotic energy and void-infused matter. Its body pulses with elemental energy, and its eyes are voids of pure darkness that pierce through the fabric of reality. The air around it shimmers and warps, a constant reminder of its reality-distorting power.
Origins and Behavior: Zirutak is a primordial force of destruction, born from the darkest corners of the multiverse. Its sole purpose is to consume and corrupt, leaving nothing but void in its wake. Zirutak moves between planes, seeking to unmake everything in its path. Its very presence is a herald of the end, and those who encounter it rarely live to tell the tale.
Abilities and Traits: Zirutak's powers are unparalleled, combining the raw destructive might of elemental forces with the insidious corruption of the void. It can manipulate reality, cast devastating spells, and unleash a barrage of elemental and psychic attacks. Its ability to shift its resistances and warp the battlefield makes it a nearly unstoppable force. Heroes must contend with Zirutak's immense power, legendary and mythic actions, and the chaotic environment of its lair to have any hope of defeating it.
Encountering Zirutak, Void Finality: Facing Zirutak is the ultimate test of strength, resilience, and strategy. Adventurers must be prepared to counter its reality-warping abilities, withstand its elemental and psychic assaults, and exploit its shifting vulnerabilities. Only the most powerful and resourceful heroes stand a chance against Zirutak, and even they must fight with unwavering determination and flawless tactics to prevail.
Lair and Lair Actions
Zirutak's lair, known as the Nexus of Finality, is an otherworldly domain where the boundaries between reality and the void blur. This immense and terrifying place exists in a perpetual state of flux, reflecting the chaotic and destructive nature of its master. The Nexus of Finality is a place of raw elemental power and surreal landscapes, where the laws of physics and nature are constantly distorted by Zirutak's presence.
Key Features:
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Elemental Storms:
- Violent storms of fire, lightning, ice, and other elemental forces rage unpredictably throughout the lair. These storms create zones of extreme heat, cold, and electrical discharges, making traversal perilous.
- The storms constantly shift, altering the terrain and creating hazardous conditions that challenge even the most seasoned adventurers.
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Reality Distortions:
- The very fabric of reality is unstable within the Nexus. Gravity shifts randomly, causing objects and creatures to float or be crushed by intense gravitational forces.
- Portals to other planes appear and vanish without warning, leading to brief glimpses of otherworldly vistas and exposing intruders to dangerous environments or creatures from different planes.
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Void Corruption:
- Areas of the lair are suffused with the corrupting influence of the void. These zones are dark and filled with a palpable sense of dread, sapping the will and strength of those who linger.
- Creatures that spend too much time in these areas begin to suffer from void corruption, manifesting as physical and mental debilitation.
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Psychic Echoes:
- The lair is filled with a constant hum of psychic energy, causing intrusive thoughts and disturbing whispers to fill the minds of those within.
- Telepathic communication is fraught with interference, making it difficult to coordinate or maintain mental clarity.
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Twisted Terrain:
- The ground itself is a patchwork of shifting elements, with sections of molten lava, jagged ice, and crackling lightning fields interspersed with patches of solid void matter.
- Movement through the terrain is hazardous, with sudden shifts and changes that can catch even the most agile off guard.
Specific Areas:
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The Void Heart:
- At the center of the Nexus lies the Void Heart, Zirutak's primary dwelling. This massive chamber pulses with dark energy and is the source of the lair's corruptive influence.
- The Void Heart is filled with tendrils and protrusions of void matter, creating a labyrinthine environment that shifts and changes, making navigation treacherous.
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Elemental Convergence:
- This area is where the elemental storms converge, creating a chaotic maelstrom of conflicting energies. Adventurers must contend with extreme environmental hazards as they navigate this zone.
- Powerful elemental creatures, drawn to the intense energies, inhabit this area, acting as guardians to Zirutak's domain.
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The Rift Fields:
- The Rift Fields are vast expanses where reality is most unstable. Here, portals to other planes are frequent, and gravity shifts unpredictably.
- These fields are littered with debris from other worlds, adding to the surreal and hazardous nature of the environment.
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Corrupted Sanctum:
- This region is heavily influenced by the void, with dark, oppressive energies suffusing the area. Void-corrupted creatures, twisted by Zirutak's power, patrol this zone.
- The Sanctum is filled with void-infused flora and fauna, each presenting unique dangers to intruders.
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Psychic Nexus:
- The Psychic Nexus is an area where the psychic echoes are strongest. Adventurers must withstand intense psychic assaults and navigate an environment where their own thoughts can become weaponized against them.
- This area is filled with psychic traps and illusions, making it difficult to discern reality from hallucination.
Regional Effects:
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Elemental Storms:
- Within 6 miles of the lair, elemental storms rage, creating difficult terrain and imposing disadvantage on Wisdom (Perception) checks that rely on sight.
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Reality Distortion:
- Random portals to other planes appear and disappear unpredictably within 6 miles of the lair, potentially transporting creatures to dangerous environments.
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Void Corruption:
- Creatures that spend more than an hour within 6 miles of the lair must succeed on a DC 29 Wisdom saving throw or gain a level of exhaustion and have disadvantage on saving throws against Zirutak's abilities.
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Psychic Echoes:
- Telepathic communication within 6 miles of the lair is filled with disturbing whispers and chaotic thoughts, imposing disadvantage on Wisdom and Charisma saving throws.
Encountering Zirutak in its Lair:
Adventurers brave enough to enter the Nexus of Finality must be prepared for the constant onslaught of environmental hazards and the oppressive presence of Zirutak. Navigating the twisted terrain, withstanding the elemental storms, and avoiding the corrupting influence of the void are just a few of the challenges they will face. Zirutak's ability to manipulate the battlefield and unleash devastating attacks makes the Nexus of Finality one of the most perilous places in the multiverse. Only the most powerful and resourceful heroes have any hope of confronting and defeating the ultimate embodiment of the Eldrazi's destructive power.
Lair Actions
On initiative count 20 (losing initiative ties), Zirutak takes a lair action to cause one of the following effects; Zirutak can’t use the same effect two rounds in a row:
1. Elemental Surge. Zirutak causes a surge of elemental energy to erupt from the ground in a 30-foot radius centered on a point it can see within 120 feet. Each creature in that area must make a DC 29 Dexterity saving throw, taking 63 14d8 damage of Zirutak's choice (fire, cold, lightning, or thunder) on a failed save, or half as much damage on a successful one.
2. Reality Ripple. Zirutak creates a ripple in reality in a 40-foot radius centered on a point it can see within 120 feet. Each creature in that area must succeed on a DC 29 Wisdom saving throw or be teleported to an unoccupied space of Zirutak's choice within 60 feet of its original position.
3. Void Collapse. Zirutak collapses the void around it in a 20-foot radius. Each creature in that area must succeed on a DC 29 Constitution saving throw or take 72 (16d8) necrotic damage and be blinded until the end of Zirutak's next turn.
4. Psychic Overload. Zirutak targets one creature it can see within 120 feet. The target must succeed on a DC 29 Intelligence saving throw or take 54 (12d8) psychic damage and be incapacitated until the end of its next turn.
5. Elemental Vortex. Zirutak creates an elemental vortex in a 40-foot radius centered on a point it can see within 120 feet. Each creature in that area must succeed on a DC 29 Strength saving throw or be pulled 30 feet towards the center of the vortex and take 45 (10d8) bludgeoning damage.
Regional Effects
The region containing Zirutak's lair is warped by its presence, creating the following effects:
1. Elemental Storms. Violent elemental storms (fire, lightning, ice, etc.) rage within 6 miles of the lair, making the area difficult terrain and imposing disadvantage on Wisdom (Perception) checks that rely on sight.
2. Reality Distortion. Within 6 miles of the lair, the fabric of reality is unstable. Random portals to other planes appear and disappear unpredictably.
3. Void Corruption. Creatures that spend more than an hour within 6 miles of the lair must succeed on a DC 29 Wisdom saving throw or become corrupted, gaining a level of exhaustion and having disadvantage on saving throws against Zirutak's abilities.
4. Psychic Echoes. Telepathic communication within 6 miles of the lair is filled with disturbing whispers and chaotic thoughts, imposing disadvantage on Wisdom and Charisma saving throws.
If the Zirutak, Void Finality dies, these effects fade over the course of 2d12 days.







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