Gargantuan Aberration, Chaotic Evil
Armor Class 22 Natural Armor
Hit Points 555 (30d12 + 300)
Speed 40 ft., (hover) , walk 40 ft.
STR
24 (+7)
DEX
18 (+4)
CON
30 (+10)
INT
26 (+8)
WIS
22 (+6)
CHA
28 (+9)
Saving Throws DEX +13, CON +19, WIS +15, CHA +18
Skills Arcana +16, Deception +17, Insight +14, Perception +14
Damage Resistances Force, Necrotic, Psychic
Damage Immunities Poison, Radiant; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Poisoned
Senses Truesight 120 ft., Passive Perception 24
Languages Telepathy 120 ft. Telepathy 120 ft., All Languages.
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

Planar Devourer.

Vhizarnoth can bend the fabric of reality, causing effects that mirror the collision of planes. As a bonus action, it can choose one of the following effects (recharges after a long rest):

  • Planar Rift: Summon a rift to another plane within 60 ft. of Vhizarnoth. Each creature within 30 ft. of the rift must succeed on a DC 23 Strength saving throw or be pulled 30 feet toward the rift and take 35 (10d6) force damage. The rift lasts for 1 minute or until dispelled.
  • Reality Twist: Vhizarnoth creates an area of twisted reality in a 60-foot-radius sphere cantered on a point it can see within 120 feet. The area becomes difficult terrain, and any creature within the area must make a DC 23 Wisdom saving throw or become disoriented, suffering disadvantage on attack rolls, ability checks, and saving throws for 1 minute.

 

Actions

 Multiattack.

Vhizarnoth makes three attacks: one with its tendrils, one with its bite, and one with its planar strike.

Tendrils.

Melee Weapon Attack: +15 to hit, reach 30 ft., one target.

Hit: 26 (4d8 + 7) bludgeoning damage, and the target is grappled (escape DC 23). Until this grapple ends, the target is restrained, and Vhizarnoth can’t use its tendrils on another target.

Bite.

Melee Weapon Attack: +15 to hit, reach 5 ft., one target.

Hit: 36 (6d10 + 7) piercing damage plus 21 (6d6) necrotic damage. The target must succeed on a DC 23 Constitution saving throw or its hit point maximum is reduced by an amount equal to the necrotic damage taken. This reduction lasts until the creature finishes a long rest.

Planar Strike.

Ranged Spell Attack: +16 to hit, range 120 ft., one target.

Hit: 32 (6d10) force damage. If the target is a creature, it must succeed on a DC 23 Intelligence saving throw or be stunned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

.

Reactions

Legendary Resistance (3/Day).

If Vhizarnoth fails a saving throw, it can choose to succeed instead.

Innate Spellcasting.

Vhizarnoth’s innate spellcasting ability is Charisma (spell save DC 25). It can innately cast the following spells, requiring no material components:

  • At will: Dispel Magic, Plane Shift, Teleport, Wall of Force
  • 3/day: Time Stop, Reality Break (Xanathar's Guide), Maze
  • 1/day: Wish

Psychic Siphon.

As a bonus action, Vhizarnoth can target one creature within 60 feet and drain its psychic energy. The target must succeed on a DC 23 Intelligence saving throw or take 36 (8d8) psychic damage and be stunned until the end of its next turn. Vhizarnoth regains hit points equal to the psychic damage dealt.

Frightful Presence.

Each creature of Vhizarnoth’s choice within 120 feet and aware of it must succeed on a DC 23 Wisdom saving throw or be frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if Vhizarnoth is within line of sight, ending the effect on itself on a success.

Legendary Actions

Legendary Actions (3/Turn)

Teleport.

Vhizarnoth magically teleports, along with any creatures it is grappling, up to 120 feet to an unoccupied space it can see.

Reality Warp (Costs 2 Actions).

Vhizarnoth twists the fabric of reality within 60 feet of itself. Each creature in the area must succeed on a DC 23 Dexterity saving throw or take 28 (8d6) force damage and be knocked prone.

Corruptive Touch (Costs 3 Actions).

Vhizarnoth touches a creature within 5 feet of it. The target must succeed on a DC 23 Constitution saving throw or be cursed. While cursed, the target takes 21 (6d6) necrotic damage at the start of each of its turns. The curse lasts until removed by a remove curse spell or similar magic.

Description

The Entity is an embodiment of chaos and destruction, a being of immense power that exists beyond the comprehension of mortals. Its form is an ever-shifting amalgamation of darkness and energy, resembling a colossal serpent entwined with tendrils of shadow and light. The Entity's skin shimmers with hues of indigo and emerald, reflecting the myriad realities it seeks to consume.

The eyes of the Entity, scattered across its body, glow with an unsettling brilliance, each one gazing into the depths of existence. These eyes are a harbinger of its omniscience, allowing it to perceive all that transpires in the realms it watches.

Combat

In battle, the Entity wields its immense power with ruthless efficiency. Its tendrils lash out to ensnare foes, while its piercing gaze can stun even the bravest of warriors. It commands the very fabric of reality, bending it to its will to unleash devastating spells that warp space and time.

Legendary Actions

The Entity can take legendary actions, manipulating the battlefield and its foes with ease. With each action, it twists reality, causing confusion and despair among those who dare to confront it.

Lore

Whispers of the Entity circulate among scholars and adventurers alike. It is said to have been imprisoned for its chaotic influence on the planes, yet even in captivity, its dark magic seeped into the very essence of reality, leading to the disappearance of Valanthia.

Tactics

  • Ambush Predator: The Entity often strikes from the shadows, using its teleportation abilities to appear unexpectedly and create chaos among its enemies.
  • Reality Manipulation: It employs spells that distort time and space, creating areas of difficult terrain and manipulating the perceptions of those around it.
  • Psychic Warfare: The Entity delights in breaking the minds of its opponents, using its psychic abilities to instil fear and confusion.

Lair and Lair Actions

Lair Actions

When fighting inside its lair, Vhizarnoth can invoke the ambient magic to take lair actions. On initiative count 20 (losing initiative ties), Vhizarnoth can take one of the following lair actions:

  • Warp Reality: Vhizarnoth distorts space in a 60-foot radius. Until initiative count 20 on the next round, each creature in the area must make a DC 23 Dexterity saving throw at the start of its turn or take 22 (4d10) force damage and be teleported to an unoccupied space of Vhizarnoth’s choice within 30 feet.
  • Planar Disturbance: Vhizarnoth creates a temporary rift to another plane. Each creature within 30 feet of the rift must make a DC 23 Charisma saving throw or be banished to a random plane of existence for 1 minute.

Monster Tags: abberationAbominations

Habitat: UnderdarkUnderwater

SteEdge

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