Large unknown, Unaligned
Armor Class 19 (Concentrated Void)
Hit Points 920 (80d10 + 480)
Speed 80 ft., Climb 80 ft. IN reality, Circustry Hallucinations sort of just "rise upwards" where one would usually climb, Swim 80 ft. Circustry Hallucinations do not "swim" as much as they glide across the surface of the water
STR
26 (+8)
DEX
24 (+7)
CON
22 (+6)
INT
26 (+8)
WIS
26 (+8)
CHA
30 (+10)
Saving Throws INT +17, WIS +17, CHA +19
Damage Immunities Bludgeoning, Piercing, and Slashing from Magical Weapons; All damage from spells, Necrotic, Poison, Psychic
Senses Passive Perception 27
Languages --
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

Circustry Hallucination. 0-2 (1d6) emerge from the fog at the beginning of every round, excluding within the voidal circus. Circustry Hallucinations are not only found within the Voidal Circus and are able to appear out of any unnatural fog, even ones made by non-voidals with non-voidal means.

Voidal Aura. Magic spells below the 5th level are unable to be cast within 40 feet of this creature.

Of The Fog. Circustry Hallucinations are able to instantaneously travel through unnatural fog, as long as it is a continuous path of unnatural fog.

Genuine Blur. The bodies of Circustry Hallucinations are blurry and constantly flicker. All attackers have disadvantage when attacking a Circustry Hallucination. Being able to see through hallucinations does not help here, as the blurriness of their bodies is genuine, not fake.

 

Actions

Claws. The Circustry Hallucination uses its sharpened claws to attack a single target, If the target is successfully hit, they take 157 (15d20) slashing damage. A Circustry Hallucination without some form of claws would do bludgeoning damage instead.

Tackle. The Circustry Hallucination leaps towards a target. The target must dodge the attack or be tackled to the ground by whatever form the attacking hallucination has taken. This effectively restrains the target's movement until the Circustry Hallucination is removed.

Crush. The Circustry Hallucination uses the best method it has to crush a target. if the target is successfully hit, they take 315 (30d20) bludgeoning damage, while the Circustry Hallucination takes 52 (5d20) guaranteed damage.

If a Circustry Hallucination misses its attack, it will get pissed off, making it more likely to target whoever dodged its attack, purely out of spite.

 

Bonus Actions

By the way, I thought I'd just stop by and inform you, that the Circustry Hallucinations are notably the weakest of the Distorting Type of voidals, a series of voidals that I am proud to have invented. This one in particular was a request from Ringmaster, and I believe they turned out beautifully.

Mythic Actions

At the beginning of every round the Circustry Hallucination may use one of the following actions, at no cost;

See No Problem. The vision of a single target goes blurry. That target must make a Constitution saving throw. If failed the target gains a level of See No Fear.

Feel No Problem. The sense of touch and pain of a single target is nullified. That target must make a Wisdom saving throw. If failed the target gains a level of Lying Nerves.

Hear No Problem. The hearing of a single target is distorted. That target must make a Wisdom saving throw. If failed the target gains a level of Deceptive Hearing.

Unique Effect Details

[See No Fear Effect] The See No Fear effect can stack up to 20 levels and each individual level subtracts 1 from the final roll of the affected creature. Example - A creature rolls to attack and gets a natural 20. If the creature has 1 level, then the 20 becomes 19. 5 levels, the 20 becomes 15. 12 levels, the 20 becomes 8. If it has 20 levels of See No fear, then that roll of 20 gets knocked down to a roll of 1.

[Lying Nerves Effect] The Lying Nerves effect can stack up to 3 levels. At the first level, any contact with their hair is not felt and their limbs feel slightly numb, they can feel pain. At the second level, any contact with any part of the body is not felt, but they can still feel injuries. At the third level, the feeling of pain is lost and the affected creature is unable to feel anything that comes into contact with them. Even if a limb is cut off, the creature will not know, if they are heavily injured, they will not know, if they are close to death, they would have hopefully noticed by then but they still won’t feel any pain.

[Deceptive Hearing Effect] The Deceptive Hearing effect can stack up to 3 levels. At the first level, the creature will randomly hear sounds, including speech, significantly shift pitch. An ally may sound like they’re breathing helium, talking underwater, using autotune, etc. At the second level, the creature hears things different than what is said. If an ally says “Stay back and keep watch!” or “Those aren’t hallucinations!” the creature will hear something along the lines of “Charge To Attack!” or “These hallucinations are weird.” instead. At the third level, the creature hears things that aren’t even close to the actual sound. A water splash? They heard a chair getting pushed on a tile floor. Someone said “Retreat! Retreat!”? They heard “Levitating goblins! Clothed polar bears!”

Description

Circustry Hallucinations take the appearance of distorted versions of various beasts, with uncomfortably stretched legs, arms, and necks as well as sharpened teeth, nails, and claws.

They are semi-transparent and look like poorly made hallucinations, however, these aren't the normal, harmless hallucinations that can just be ignored without consequence, and the Circustry Hallucinations are very aware that they are likely to be ignored, or passed off as harmless, by potential prey.

They use this knowledge and move in abnormal ways towards their prey, while said prey continues to believe that they're hallucinations due to their clever acting. The prey is likely to  start getting concerned as several "hallucinations" seem to be following and surrounding them, and they should be, as this is the Circustry Hallucinations preparing to attack the prey all at once. Many travellers do not survive such encounters.

NOTE - The forms a Circustry Hallucination can take include, but are not limited to;

Tall Lengthy Elves,   Extremely Skinny Orcs,   Large Fluffy Rabbits,   "Flattened" Beholders,   Spherical Druids,   And similarly distorted creatures.

Monster Tags: Misc Creaturemonstrosity

Habitat: ArcticCoastalDesertForestGrasslandHillMountainSwampUnderdarkUrban

TinkeringVoids

Comments

Posts Quoted:
Reply
Clear All Quotes