Gargantuan Construct, Chaotic Evil
Armor Class 21 (natural armor)
Hit Points 385 (22d20 + 154)
Speed 120 ft., Walk 60 ft.
STR
27 (+8)
DEX
8 (-1)
CON
25 (+7)
INT
15 (+2)
WIS
10 (+0)
CHA
23 (+6)
Saving Throws WIS +6, CHA +12
Skills Deception +12, Insight +12, Intimidation +12
Damage Resistances Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Poison
Senses Blindsight 1000 ft. (can't see beyond this radius), Tremorsense 300 ft., Passive Perception 16
Languages Telepathy 300 ft.
Challenge 18 (20,000 XP)
Proficiency Bonus +6
Traits

Nightmarish. Creatures frightened by the Vassal have disadvantage on saving throws against its effects.

Immutable Form. The Vassal is immune to any spell or effect that would alter its form.

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

Magic Weapons. The Vassal's weapon attacks are magical.

Legendary Resistance (3/Day). When the Vassal would fail a saving throw, it can choose to succeed instead.

Earth Glide. The Vassal can burrow through nonmagical, unworked earth, stone, and glass. While doing so, the Vassal doesn't disturb the material it moves through.

Actions

Multiattack. The Vassal can make three Dreadful Glare attacks. It can also use its Unspeakable Horror, if available.

Bite. Melee Weapon Attack: +14 to hit, reach 20 ft., one target. Hit: 32 (4d12 + 8) piercing damage. 

Dreadful Glare. The Vassal glares at a creature within 120 feet of it. Roll 1d6 for its effect. If the effect requires a saving throw, the DC is 19. If the effect requires an attack roll, it has a +12 to hit.

1. Furious Glare. The creature must make a Charisma saving throw. On a failed save, the creature must immediately make an attack against the nearest creature (excluding the vassal). It may use spells or ranged attacks for this, but the Vassal cannot cause it to expend a spell slot higher than 4th level. On a successful save, the target take 20 (3d12) psychic damage.

2. Terrifying Glare. The creature must make a Wisdom saving throw. On a failed save, the creature is Frightened of the Vassal. The creature can repeat the save at the end of each of its turns, ending the effect on itself on a success. If the target was already frightened by the Vassal, it is also paralyzed while it is frightened. If it was already paralyzed, the creature is then petrified until cured. On a successful save, the creature takes 20 (3d12) poison damage. 

3. Darkfire Glare. The creature must make a Dexterity saving throw. On a failed save, the target takes 26 (4d12) fire damage and 26 (4d12) cold damage, or half on a success.

4. Draining Glare. The creature must make a Strength saving throw. On a failed save, the creature is weakened and is knocked prone. While weakened, the creature's movement is halved, it has disadvantage on attack rolls and ability checks using strength, and it does half damage with strength-based attacks. The creature can repeat the save at the end of each of its turns, ending the effect on itself on a success. On a successful saving throw, the creature instead takes 20 (3d12) necrotic damage.

5. Shattering Glare. The creature must make an Intelligence saving throw. On a failed saving throw, the creature is mindbroken. While mindbroken in this way, the creature has disadvantage on Intelligence, Wisdom, and Charisma checks and attacks. Additionally, whenever a creature would cast a spell, first roll a concentration check, the DC of which is 2 x the spell's level. On a failed save, the creature cannot cast the spell (neither the slot nor the action are wasted). On a success, the spell is cast as is normal. A creature can repeat this saving throw at the end of each of their turns, ending the effect on themself as a success. A creature who succeeds the saving throw instead takes 20 (3d12) force damage.

6. Entropic Glare. The creature must make a Constitution saving throw. On a failed save, it falls unconscious for 1 minute. It can repeat the saving throw whenever the creature takes damage, another creature uses an action to attempt to rouse them, and at the end of each of their turns. On a successful saving throw, the creature instead takes 20 (3d12) points of cold damage.

Unspeakable Horror (5-6). Each creature within a 120 foot radius of the Vassal that can see it must make a Wisdom saving throw (DC 17). On a failed save, the creature is pushed 15 feet away, knocked prone, frightened for 1 minute, and takes 26 (4d12) points of necrotic damage. The creature may attempt to save at the end of each of its turns, ending the effect on itself on a success. On a successful save, the creature takes half damage and is not frightened or knocked prone.

Legendary Actions

The Vassal can take 3 legendary actions, choosing from the options below. It can take only one legendary action at a time and only at the end of another creature’s turn. The Vassal regains spent legendary actions at the start of its turn.

Move (Costs 1 Action). The Vassal moves up to 120 feet.

Glare (Costs 1 Action). The Vassal uses a single Dreadful Glare of its choice.

Inspire Hatred (Costs 2 Actions). One creature of the Vassal's choice within 120 feet of it must make a Charisma saving throw (DC 17). On a failed save, the Vassal becomes invisible to the creature, and an illusory duplicate visible only to the creature appears in the space of its closest ally. Any attacks directed at the Vassal by this creature target the ally instead. This effect persists until the end of the creature's next turn.

Description

A massive aberrant creature made of shattered glass and eldritch energies. This creature stalks the halls of its dark lair, waiting to entrap its victims in a prison of their own fears. 

Lair and Lair Actions

The Vassal's lair is a twisting passageway of black glass tunnels, often filled with dark water. Creatures within the lair feel a supernatural elevation of emotion, often manifesting as short tempers or similar.

Lair Actions

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

  • Vanish. The Vassal targets one creature within 500 feet of it. The target must succeed on a DC 17 Wisdom saving throw, or the Vassal becomes invisible to that creature for 1 minute. This effect ends if the Vassal attacks the target.

  • Minor Glare. A minor flash of reddish light manifests in the lair; one creature within 120 feet of the Vassal must make a Charisma saving throw (DC 17). On a failed save, they must immediately use their reaction to attack the nearest creature (excluding the Vassal) through a method of the Vassal's choice, although they cannot spend a spell slot higher than 2nd level using this feature.
  • Quake Surroundings. The Vassal causes tremors to emit through the lair. Each creature within its lair must make a Dexterity saving throw (DC 17) or take 11 (3d6) bludgeoning damage and are knocked prone, or half damage and not knocked prone on a success, as they are crushed by falling debris. This also begins to flood the cavern with water. The area will gradually fill with water over the next 1d6 rounds; by taking this action again, the Vassal can decrease the time by 2 rounds.
  • Warp Terrain. The Vassal warps reality around it in an area up to 1000 feet square. After 10 minutes, the terrain in the area reshapes to assume the appearance of a location feared by one Humanoid whose phobias the Vassal has sensed (see Regional Effects below). The transformation affects nonliving material only. Any object created in this area is, upon close inspection, revealed as a fake. Books are filled with empty pages, golden items are obvious counterfeits, and so on. While creatures and moving parts can be created, they are illusory and immaterial. The transformation lasts until the Vassal dies or takes this lair action again.

Regional Effects

The region around the Vassal's lair is warped by the creature's presence, which creates the following magical effects:

  • Sense Phobias. The Vassal can sense the strongest fears of any Humanoid within 1 mile of it and learns whether those fears involve a place, person, or creature. The Vassal knows the exact location of any creatures that can feel fear in its domain.

  • Thinning Veil. Creatures within 6 miles of the Vassal's layer have an easier time connecting with extraplanar beings. Rolls made to communicate, summon, or request aid from extraplanar creatures are made with advantage in this area.
  • Lure of the Predator. Creatures that take a long rest within 15 miles of the Vassal's layer must make a Wisdom saving throw (DC 5) in the middle of the rest. On a failed save, the creature is lured to the Vassal's lair, moving towards it as fast as possible, often endangering itself in the process.
  • Supernatural Tension. Creatures within 1 mile of the Vassal's lair experience heightened emotions, feeling as if they were on the cusp of winning some great event. The sensation grows stronger the closer the creatures come to the Vassal's lair.

    If the Vassal dies, these effects end immediately.

Habitat: UnderdarkUnderwater

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