Gargantuan Aberration, Chaotic Evil
AC 25 Heavy robes    Initiative +12 (22)
HP 450 (30d12 + 300)
Speed 60 ft., Fly 120 ft.
Mod Save
STR 25 +7 +16
DEX 20 +5 +14
CON 28 +9 +18
Mod Save
INT 20 +5 +14
WIS 20 +5 +14
CHA 25 +7 +16
Skills Arcana +38, Insight +23, Intimidation +28
Immunities Necrotic, Radiant; Charmed, Frightened, Grappled, Poisoned, Restrained
Senses Truesight 120; Passive Perception 23
Languages All
CR 30 (XP 155,000; PB +9)
Traits

Traits

Legendary Resistance (3/Day): If Annihilation fails a saving throw, it can choose to succeed instead.

Aura of Destruction: Any creature that starts its turn within 30 feet of Annihilation takes 35 (10d6) necrotic damage.

Voidwalk: Annihilation can use a bonus action to teleport up to 120 feet to an unoccupied space it can see.

Spellcasting

Spellcasting: Annihilation is a 20th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 26, +18 to hit with spell attacks). Annihilation has the following spells prepared:

  • Cantrips (at will): Eldritch Blast, Toll the Dead, Minor Illusion
  • 1st level (4 slots): Inflict Wounds, Shield of Faith
  • 2nd level (3 slots): Mirror Image, Darkness
  • 3rd level (3 slots): Counterspell, Fear
  • 4th level (3 slots): Dimension Door, Greater Invisibility
  • 5th level (3 slots): Cloudkill, Cone of Cold
  • 6th level (2 slots): Circle of Death, True Seeing
  • 7th level (2 slots): Etherealness, Finger of Death
  • 8th level (1 slot): Power Word Stun, Earth quake
  • 9th level (1 slot): The goal of life is death 
Actions

Multiattack: Annihilation makes three attacks: one with its Void Blade and two with its Soul Drain.

Void strike: Melee Weapon Attack: +20 to hit, reach 10 ft., one target. Hit: 50 (6d10 + 10) slashing damage plus 30 (6d8) necrotic damage.

Soul Drain: Melee Spell Attack: +20 to hit, reach 5 ft., one target. Hit: 40 (10d8) necrotic damage, and the target must succeed on a DC 26 Constitution saving throw or have its maximum hit points reduced by the damage taken until it finishes a long rest.

Annihilation Wave (Recharge 5-6): Annihilation unleashes a wave of destructive energy in a 120-foot cone. Creatures must make a DC 26 Dexterity saving throw, taking 80 (20d8) radiant damage on a failed save, or half as much on a successful one.

Bonus Actions

Spell Reflection: Annihilation can use a bonus action to impose disadvantage on one creature 

Reactions

Chaotic Evasion: When it is targeted by an attack roll, it can use its reaction. If the attack misses, it can move up to half its speed with out costing movement without provoking opportunity attacks.

Legendary Actions

Legendary Actions

Annihilation can take 3 legendary actions, choosing from the options below:

  1. Dreadful Glare: Annihilation targets one creature it can see within 120 feet. The target must succeed on a DC 26 Wisdom saving throw or be frightened until the end of its next turn.

  2. Destructive Step (Costs 2 Actions): Annihilation teleports to an unoccupied space it can see within 120 feet.

  3. Eruption of Annihilation (Costs 3 Actions): Annihilation causes a 30-foot radius area within 120 feet to erupt with chaotic energy. Each creature in that area must make a DC 26 Dexterity saving throw, taking 60 (10d10) force damage on a failed save, or half as much on a successful one.

Mythic Actions

Mythic Actions

When Annihilation is reduced to half its hit points or fewer, it can use the following mythic actions: 

  1. Unleashed Chaos One use  : Annihilation can make one additional attack with its Void Strike that atuo crits .

  2. Wrath of the Abyss One use  : Annihilation unleashes a wave of chaotic energy in a 120-foot cone. Each creature in that area must make a DC 26 Constitution saving throw, taking 100 (20d10) psychic damage on a failed save, or half as much on a successful one. Creatures that fail are also knocked prone.

  3. Infernal Resurrection One use : Annihilation can regain 100 hit points. Additionally, it gains resistance to all damage types until the start of its next turn.

Description

this lady looks lovely but there is no butey to what she brings 

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Thegodlyking

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