Legendary Resistance (3/Day). If the Scavver fails a saving throw, it can choose to succeed instead.
Magic Resistance. The Scavver has advantage on saving throws against spells and other magical effects.
Unusual Nature. The scavver doesn’t require air.
Abyssal Hunger. The Abyss-Touched Scavver Prime constantly devours the very essence of reality. At the start of each of its turns, all creatures within 60 ft. must succeed on a DC 24 Constitution saving throw or take 33 (6d10) necrotic damage and have their movement speed reduced by 20 feet until the start of the Scavver Prime's next turn.
Innate Spellcasting. The Scavver Prime's spellcasting ability is Charisma (spell save DC 24). The Scavver can innately cast the following spells, requiring no material components:
At will: plane shift, dispel magic (Up to Sixth Level),
1/day: time stop
Multiattack. The Scavver Prime makes three attacks: two with its Abyssal Maw and one with Reality Rend.
Abyssal Maw. Melee Weapon Attack: +19 to hit, reach 20 ft., one target. Hit: 50 (7d10 + 15) piercing damage. If the target is a Large or smaller creature, it must succeed on a DC 24 Dexterity saving throw or be swallowed. While swallowed, the creature is blinded and restrained, and takes 49 (9d10) psychic damage at the start of each of the Scavver Prime's turns. If the creature deals 50 or more damage to the scavver, the scavver must make a constitution saving throw. The DC is half of the damage dealt to it. On a fail it spits out the creature within 5 ft. of it. The creature is prone.
Reality Rend. Melee Weapon Attack: +19 to hit, reach 15 ft., one target. Hit: 42 (6d8 + 15) slashing damage. Reality seems to tear wherever the Scavver Prime strikes, and the target must make a DC 24 Wisdom saving throw or be banished to a random non-hostile plane of existence for 1 minute. While banished, the target is incapacitated and unaware of its surroundings.
Void Pulse (Recharge 5-6). The Scavver Prime releases a burst of abyssal energy in a 120-foot radius. All creatures in that area must make a DC 22 Constitution saving throw, taking 72 (16d8) necrotic damage on a failed save, or half as much on a successful save. Creatures that fail their saving throw are knocked prone, and any objects that are not being worn or carried are hurled 80 feet away from the Scavver.
Ray of Fear (Recharge 4–6). The scavver’s eye emits an invisible, magical ray that targets one creature the scavver can see within 60 feet of itself. The target must succeed on a DC 16 Wisdom saving throw or be frightened of the scavver until the start of the scavver’s next turn.
The Scavver 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. The Scavver regains spent legendary actions at the start of its turn.
Abyssal Surge. The Scavver Prime moves up to its speed without provoking opportunity attacks.
Bite. The Scavver Prime makes one Abyssal Maw attack.
Consume Matter (Costs 3 Actions). The Scavver Prime devours all magic effects within 120 feet of it. All active spells and magical effects are dispelled, and the Scavver regains hit points equal to the total levels of the dispelled spells.
Description
Previous Versions
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