Huge Aberration, Chaotic Evil
Armor Class 18 Natural armor
Hit Points 260 (20d20 + 60)
Speed 40 ft.
STR
18 (+4)
DEX
8 (-1)
CON
16 (+3)
INT
22 (+6)
WIS
14 (+2)
CHA
12 (+1)
Saving Throws STR +9, INT +11
Skills Arcana +11, Insight +7, Religion +7
Damage Vulnerabilities Fire
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Frightened, Poisoned
Senses Blindsight 60 ft., Passive Perception 12
Languages Celestial, Common, Deep Speech, Telepathy
Challenge 15 (13,000 XP)
Proficiency Bonus +5
Traits

Legendary Resistance (3/day). If Aldrich fails a saving throw, he can choose to succeed instead.

Devourer of Gods. When Aldrich's hit points are reduced to half, an aura of flame surrounds him. While this is active, any creature that is within 10 ft. of Aldrich during the start of their turn takes 20 (3d10 + 5) fire damage.

Innate Spellcasting. Aldrich's innate spellcasting ability is Intelligence (spell save DC 18). It can innately cast the following spells:

At Will: Major Illusion

3/day: Wall of Fire

1/day: Psychic Scream

Actions

Multiattack. Aldrich, Devourer of Gods, makes 3 attacks. All 3 attacks Aldrich makes must be different.

Gravelord Halberd. Magical Melee Weapon Attack: +8 to hit, reach 15 ft., 1 target. Hit: 19 (3d10 + 4) slashing damage. 

Soul Spear. Ranged Spell Attack: +5 to hit, range 60/120 ft., 1 target. Hit: 25 (5d8 + 5) force damage.

Soul Mass (Recharge 5-6). Ranged Spell: 8 damaging spheres of souls are produced around Aldrich. Aldrich chooses a target creature for each of these souls. Each target creature must make a DC 18 Dexterity saving throw. On a failed save, the souls hit the target, dealing 15 (2d10 + 5) necrotic damage per sphere. On a successful save, target creature takes no damage.

Arrow Barrage (Recharge 5-6). Ranged Attack: Aldrich fires a single arrow into the heavens that becomes thousands as they rain on the ground in a 60ft. cone in any direction that lasts for 1 minute. Creatures inside of this area at the start of their turn must make a DC 18 Dexterity saving throw or take 30 (10d6) radiant damage.

Lifehunt Scythe. Melee Attack: Aldrich summons the lifehunt scythe into his hands and spins in a circle, reaping his adversaries. Any creature within a 15ft. radius of Aldrich must make a DC 16 Dexterity saving throw or take 25 (5d8 + 5) radiant damage. Aldrich heals for half of any damage, rounded down, he deals with this attack. 

Legendary Actions

The legendary monster can take 3 legendary actions. Only one legendary action option can be used at a time and only at the end of another creature's turn. The legendary monster regains spent legendary actions at the start of its turn.

Teleport (Costs 1 Action). Aldrich may teleport up to 60 ft. in any direction. Any creature within 5 ft. must make a DC 15 Dexterity saving throw or take 15 (2d10 + 5) necrotic damage.

Soul Spear (Costs 1 Action). Aldrich uses his soul spear attack.

Soul Mass (Costs 2 Actions). Aldrich uses his soul mass attack.

Description

When Aldrich ruminated on the fading of the fire, it inspired visions of a coming age of the deep sea.
He knew the path would be arduous, but he had no fear. He would devour the gods himself.

Previous Versions

Name Date Modified Views Adds Version Actions
9/28/2019 9:43:51 PM
386
14
1
Coming Soon

Monster Tags: abberation

MrXenozilla

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