Large Aberration, Chaotic Evil
Armor Class 17 Natural Armour
Hit Points 120 (8d20)
Speed 35 ft.
STR
18 (+4)
DEX
20 (+5)
CON
13 (+1)
INT
18 (+4)
WIS
16 (+3)
CHA
7 (-2)
Skills Stealth +23
Damage Vulnerabilities Radiant
Damage Resistances Necrotic, Psychic, Bludgeoning from non magical attacks
Damage Immunities Poison
Senses Truesight You cannot hide from the shadows!, Passive Perception 14
Languages --
Challenge 8 (3,900 XP)
Proficiency Bonus +3
Traits

Shadowy Apparition: Whenever it doesn't move, doesn't take any actions for a turn and didn't get hit by any source last turn, Zaraxus becomes invisible.

Dimensional Rift: Whenever Zaraxus reduces a creature to 0 hit points on it's turn it can use it's bonus action to teleport anywhere within sight.

 

Actions

Mind Slash. Unarmed  melee Attack: +5 to hit, reach 10 ft., one target. Hit: 15 (2d6 + 8) psychic damage.

Mind Probe. Ranged Attack: +5 to hit, range 45ft, one target. Zaraxus enters the mind of the target with one of it's shadowy tentacles (barring a Wis 16 Saving throw) and makes a psychic connection. If Zaraxus is damaged while linked, the probed target takes 1d6 Psychic Damage.

The Mind Probed creature cannot move, but can take all other actions as normal. If the player takes damage from a source other than Mind Probe, or is moved from the space they occupy, the link is severed. If the tentacle is attacked directly, the link is also severed, but the Probed creature still takes damage. This effect cannot be blocked or resisted by any other means than the effect of a powerful magic item or the creature not having a brain to begin with.

Pierce the mindRange Attack on a Tethered Creature: +5 to hit, reach 40 ft., one target. Hit: 16 (3d6) piercing damage +1d6 Psychic Damage

Passive Actions

Suck the Wits. At the start of it's turn, if any creature is Tethered, Zaraxus will start to consume the minds of all Tethered Creatures dealing 1d6+3 necrotic damage to each target and restoring the same value as the 1d6 hit points to itself per tethered target.

Bonus Actions

Tether. Connect with any creatures within 10 yards (Wis. Saving throw DC 15). This connection lasts until the creature dies or is further than 40 feet from Zaraxus.

Reactions

Blinding shadow: When an creature within 5 ft. misses Zaraxus with an attack, they gain disadvantage on the next saving throw they make until the end of their next turn.

Description

The slave labourers deep in the Gyldspire Gold Mine were looking for a long forgotten, powerful and ancient artefact. Items of this power will inevitably attract creatures of pure evil. 

Zaraxus "The Brain Washer" is an ancient shadowy entity who predates history. It exists to feed on the minds of anything it can wrap its shadowy tentacles around.

Drawn to the power of the cradle, Zaraxus is looking to manifest itself into a physical form.

Previous Versions

Name Date Modified Views Adds Version Actions
11/4/2024 2:23:11 PM
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Coming Soon

Monster Tags: aberration

Grimtothe2

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