Medium Aberration, Unaligned
Armor Class 1 Natural Armor
Hit Points 200 (1d4 + 200)
Speed 0 ft., This creature can teleport up to 60 feet total in one round in place of movement. Any opportunity attacks are made with disadvantage.
STR
10 (+0)
DEX
10 (+0)
CON
10 (+0)
INT
10 (+0)
WIS
10 (+0)
CHA
10 (+0)
Saving Throws STR +9, DEX +9, CON +9, INT +9, WIS +9, CHA +9
Skills Perception +9
Damage Resistances All
Senses Blindsight, Darkvision, Tremorsense, Truesight, Passive Perception 10
Languages All, Telepathy - 120 ft
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

Reality Fold. This creature can warp up to 60 feet total during its turn in any direction.

Warped Magic. For magical attack spells that automatically hit, such as the Magic Missile spell or the Lightning Bolt spell, if the spell has a saving throw, the [monster's name] automatically succeeds. If there is no saving throw, the spell will automatically do the minimum amount of damage.

Actions

Multiattack. The [monster's name] makes any combination of three attacks.

Soul Weapon. Melee Weapon Attack: +0 to hit, reach 5 ft., 1 target. Hit: The target takes 1 of their hit dice of damage, plus 2 (Barbarians take 1d12 + 2, Sorcerers take 1d6 + 2, etc.). The damage is done to the characters' soul directly, so it is universal damage and not affected by resistances, vulnerabilities, or immunities.

Ethereal Blast. Ranged Weapon Attack: +0 to hit, range 300 ft., 1 target. Hit: The target takes 1 of their hit dice of damage (Barbarians take 1d12, Sorcerers take 1d6, etc.). The damage is done to the characters' soul directly, so it is universal damage and not affected by resistances, vulnerabilities, or immunities.

Bonus Actions

Enter the description for how bonus actions work for your monster here.

Reactions

Targeting. When the [monster name] makes an opportunity attack, it can complete the attack and then also teleport up to 15 feet outside of its regular warping, only to follow the character.

Lair and Lair Actions

The [monster's name] resides in a pocket dimension, that appears as a large, smooth, flat plane. What it looks like is up to the DM's discretion. The entire plane is brightly lit, though there is no sun or other visible source of light. There is also no weather, clouds or otherwise. This pocket dimension can only be reached in a very specific way, also determined by your DM.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which forces the following effects on any creature within:

  • Equalize. All advantage and disadvantage is nullified. All ability score modifiers effectively become +0, but proficiency bonuses remain. Your AC becomes 10, regardless of armor.
  • Nullify. All non-attacking spells are nullified, as well as 9th level spells. Buffs from magical items (such as +1 weapons) are also canceled out, as well as the Luck feature.
  • Splintering Soul. At the beginning of each player's turn, they take damage equal to half their level, rounded up, if their hit die is a d6 or a d8, or equal to their level if their hit die is a d10 or d12.
  • If any character drops to 0 hit points here, the character loses 1d2 levels and one of their ability scores decreases by 2, or two if the character's ability scores decrease by 1. Decrease the character's hit point maximum by one of their hit dice plus their constitution modifier. Then return the character to full health. The character loses any abilities that they wouldn't have at their level. If any of a character's ability scores are reduced to 0, or if their level reaches 0, their soul is destroyed and they die permanently.
  • Characters' attack rolls of 10 or lower are considered a roll of 1.

These affect any creature within the plane.

Human_No2

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