Large Aberration, Chaotic Evil
Armor Class 17 Natural Armor
Hit Points 259 (23d10 + 133)
Speed 40 ft.
STR
26 (+8)
DEX
13 (+1)
CON
24 (+7)
INT
4 (-3)
WIS
20 (+5)
CHA
12 (+1)
Saving Throws STR +13, CON +12, WIS +10
Skills Athletics +13
Damage Vulnerabilities Psychic
Damage Resistances Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Blindsight 120ft, Passive Perception 20
Languages can undertand all languages but can't speak
Challenge 15 (13,000 XP)
Proficiency Bonus +5
Traits

Legendary Resistance. (6/day)When it rolls an attack role, ability check and saving throw, it can use a legendary resistance to roll additional d20 after learning of the result.

Regeneration. Authority Regains 20 hit points at the start of its turn. If the star spawn is damaged by psychic it does not regain hit points on its next turn.

Magic Resistance. The Authority has advantage on saving throws against spells and other magical effects.

Aberrant Presence. Any creature that sees the authority must make a DC 18 Wisdom saving throw. On a failure, the creature is frightened of the authority for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the 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 this authority's Aberrant Presence for the next 24 hours.

Actions

Multiattack. The Authority makes two latching tendrils/Fling attacks and then two venomous claw attacks.

Latching Tendril. Melee Weapon Attack: +13 to hit, reach 20 ft., 1 target. Hit: (3d8 + 8) necrotic damage, and the creature is grappled and restrained, the authority has 2 total tendrils. The authority can chose to try to pull the creature towards it, the creature must make a Strength saving throw DC 21, on a failure the creature is also pulled 5 feet from the authority, increasing the authority AC by 2.

Fling. One large or smaller creature/object that is grappled by authority is thrown up to 60 feet and knocked prone. If a throw target its a surface it takes (1d6) per 10 feet thrown. If another creature is in that path, he must succeed a Dexterity saving throw DC 18, on a failure they take the same amount of damage and there also knocked prone.

Venomous Claw. Melee Weapon Attack: +13 to hit, reach 5 ft., the creature takes (2d10 + 8) piercing damage and must make a Constitution saving throw DC 22 taking (4d6) necrotic on a failed save, half as much on a success. if the creature fails by 5 or more there a knocked unconscious

Storm of Slashing Shadows (Recharge 5-6). Each creature in a 60 ft radius from the authority suffers a Venomous Claw attack, the attacks are made with advantage as he spreads magical darkness in the radius making creatures blind, if a creature has the ability to see in magical darkness the authority does not have advantage. the magical darkness ends as soon as all the attacks are made.

Legendary Actions

The authority 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 authority regains spent legendary actions at the start of its turn.

Latching Tendril / Fling. Authority makes one latching tendril or fling attack.

Venomous Claw. Authority makes one venomous claw attack.

Inky Cloud (Costs 2 Actions). Authority creates a 30 ft radius cloud of magical darkness.

Previous Versions

Name Date Modified Views Adds Version Actions
9/26/2024 2:35:19 PM
12
1
1
Coming Soon
Matrix_1263

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