Huge Aberration, Chaotic Evil
Armor Class 23 Natural
Hit Points 370 (20d12 + 200)
Speed
STR
28 (+9)
DEX
15 (+2)
CON
30 (+10)
INT
20 (+5)
WIS
18 (+4)
CHA
25 (+7)
Saving Throws STR +15, CON +16, WIS +10, CHA +13
Damage Resistances Cold, Fire, Lightning
Damage Immunities Necrotic, Psychic
Condition Immunities Charmed, Frightened, Paralyzed, Poisoned
Senses Darkvision 120ft, Truesight 60ft, Passive Perception 26
Languages Aquan, Deep Speech, Telepathy 120ft
Challenge 20 (25,000 XP)
Proficiency Bonus +6
Traits

Legendary Resistance (3/Day). If Vilasus fails a saving throw, it can choose to succeed instead.

Amphibious. Vilasus can breathe air and water.

Soul Consumption. Vilasus can consume their soul when it reduces a creature to 0 hit points. The creature cannot be revived short of a wish spell, and Vilasus regains 30 hit points.

Magic Resistance. Vilasus has the advantage of saving throws against spells and other magical effects.

Magic Weapons. Vilasus’s weapon attacks are magical.

Actions

Multiattack. Vilasus makes three attacks: one with its Bite and two with its Tentacles.

Bite. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit 34 (4d10 + 9) piercing damage.

Tentacle. Melee Weapon Attack: +16 to hit, reach 20 ft., one target. Hit 22 (3d8 + 9) bludgeoning damage, and the target is grappled (escape DC 24). Until this grapple ends, the target is restrained. Vilasus has four tentacles, each of which can grapple one target.

Psychic Scream (Recharge 5-6). Vilasus emits a terrifying scream. Each creature of Vilasus’s choice within 60 feet of it must succeed on a DC 22 Wisdom saving throw or take 55 (10d10) psychic damage and be stunned for 1 minute. A stunned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Soul Drain (Recharge 5-6). Vilasus targets one creature it is grappling with. The target must make a DC 22 Constitution saving throw. On a failed save, the target takes 55 (10d10) necrotic damage, and Vilasus regains hit points equal to the damage dealt. On a successful save, the target takes half as much damage, and Vilasus doesn’t regain hit points.

Legendary Actions

Legendary Actions. Vilasus 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. Vilasus regains legendary actions at the start of its turn.

  • Tentacle Attack. Vilasus makes one tentacle attack.
  • Detect. Vilasus makes a Wisdom (Perception) check.
  • Teleport (Costs 2 Actions). Vilasus magically teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see.

Description

Vilasus, Consumer of Souls is a nightmarish, Kraken-like aberration with an aura of dread and despair. Its body is covered in dark, chitinous armour, and its massive tentacles are lined with razor-sharp barbs. It possesses a large, cavernous maw filled with rows of teeth that glow with a sickly, otherworldly light. Its eyes, deep set and malevolent, can pierce through the deepest ocean darkness, revealing the soul of anyone who dares meet its gaze. Vilasus is driven by an insatiable hunger for souls, prowling the darkest depths of the ocean to consume the life essence of any who cross its path. It is a cunning and malevolent being, often toying with its prey before delivering the final, soul-draining blow. The lair of Vilasus is a sunken, eldritch temple filled with the haunting echoes of those it has consumed, a place where even the bravest adventurers fear to tread.

Lair and Lair Actions

On initiative count 20 (losing initiative ties), Vilasus takes a lair action to cause one of the following effects; Vilasus can’t use the same effect two rounds in a row:

  • Whirlpool. Vilasus creates a powerful whirlpool in a 60-foot radius centred on itself. Each creature within the area must succeed on a DC 22 Strength saving throw or be pulled 30 feet toward Vilasus and take 22 (4d10) bludgeoning damage.
  • Dark Abyss. Vilasus fills a 40-foot-radius sphere centred on a point within 120 feet of it with magical darkness. The darkness spreads around corners and lasts until the initiative counts 20 on the next round. Creatures with dark vision can’t see through this darkness, and nonmagical light can’t illuminate it.
  • Soul Beckoning. Vilasus calls forth the spirits of the dead. Each creature within 60 feet of Vilasus must succeed on a DC 22 Wisdom saving throw or be paralyzed until the end of its next turn.

Monster Tags: abberation

Habitat: Underwater

vemo_tbs

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