Medium Celestial, Unaligned
Armor Class 27 Spacial Armor
Hit Points 435 (30d8 + 300)
Speed 60 ft.
STR
22 (+6)
DEX
30 (+10)
CON
30 (+10)
INT
3 (-4)
WIS
25 (+7)
CHA
15 (+2)
Saving Throws STR +15, DEX +19, CON +19, INT +5, WIS +16, CHA +11
Skills Athletics +15, Perception +16, Stealth +28, Survival +16
Damage Immunities Cold, Fire, Necrotic, Poison, Radiant; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Truesight Sense - Truesight, Note - 300 ft., Passive Perception 26
Languages --
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

Astral Form. The unseen one is invisible and can only be seen by true sight. The unseen one is also constantly under the effect of the nondetection spell.

Birth from Death. If the unseen one's hit points are reduced to 0 then it is immediately revived and cloned out of the nearest unseen one as if it has taken a long rest.

Hunger for Life. The unseen one does not need food, air, water, or sleep to survive instead it is required to kill one being every month in order to maintain its Astral Form and Birth from Death traits.

Immortality. The unseen one does not age and does not die from old age.

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

Spacial Armor. The unseen one adds its wisdom modifier to its AC.

Weapons of the Mirage. The unseen one conjures a magical weapon that cannot be removed from its grasp and counts a magical weapon to surpass resistance and immunity. This weapon can take any form and can be formed or dismissed as a bonus action by the unseen one. The weapon disintegrates when the unseen one dies.

Actions

Teleport. The unseen one can use a bonus action to teleport up to 300 feet to any unoccupied place it can see.

Multiattack. The unseen one can make 4 attacks with its Weapon of the Mirage.

Weapon of the Mirage. Melee Weapon Attack: +19 to hit, reach 10 ft., one target. Hit: 42 (5d12 + 10) of any type of damage they choose. 

Disintegration (Recharge 6). The unseen one casts the spells Disintegrate  (Save DC 27) on one target within range.

Legendary Actions

The unseen one 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 unseen one regains spent legendary actions at the start of its turn.

Teleport. The unseen one can teleport up to 300 feet to any unoccupied place it can see.

Spinning Strike. The unseen one can spin its weapon and any creature within 10 feet of the unseen one must make a DC 27 dexterity saving throw or take 42 (5d12+10) of any type of damage they choose or half as much on a successful one.

Destructive Power (Costs 2 Actions). The unseen one recharges its Disintegration ability and uses it on one target within range.

Call of the Hoard (Costs 3 Actions)The unseen one can bring forth one of its allies to its location and summon another unseen one, but it can only do this action once per day, but the unseen one it summoned is not limited from using its Call of the Hoard legendary action unless it already has. There are only 100 unseen ones in existence.

Description

Eternal Hunter. Lost adrift in the depths of space and time and through the many dimensions are the unseen ones. A constant group of 100 individuals, the unseen ones are never far from each other. They hunt in packs in order to maintain their immortality and none know where they came from or what they look like since they are constantly invisible. Though the gift of truesight allows one to gaze upon their appearance it is not a sight that you would want to see as you would soon become their next victim. Their appearance was once recorded by a powerful god through the eyes of one of its unfortunate servants. They look like silver humanoids with three eyes and strange spikes across their spines and joints and three sleek tails who wield a variety of melee weapons made of the same silver material. Escape is advised as the best option for an encounter with an unseen one as the other 99 are not far behind.

Dying Titan. If these ancient beings manage to go long times without killing another being they suffer adverse effects that are rectified when they kill something. If an unseen one has not killed a being for over one year then it loses its Call of the Hoard legendary action and it gets a -5 to all of its ability checks, saving throws, attack rolls, and save DCs. If it has not killed a being for over ten years it gets a -10 to all of its ability checks, saving throws, attack rolls, and save DCs, it loses all of its legendary actions, and its maximum health becomes 230. If it has not killed a being for over 100 years it gets a -15 to all of its ability checks, saving throws, attack rolls, and it can only attack twice with its Weapon of the Mirage and the damage is reduced to 3d12+10. If the unseen one has not killed a being for over a millennium then it loses all of its damage and condition immunities and resistances and all of its actions and traits. It does however after this point learn common and celestial and its maximum hit points become 32 and it gains the stats of a commoner without the -15 to its checks, saving throws, save DCs and attacks.  The only thing it retains at this point is its immortality, but it cannot bring itself to kill anything as it fears to return to its previous form. If it were to kill something it would still be able to revert, but when it did so it would have an alignment depending on what it became as a commoner and also it would have an Intelligent score of 28 (+9).

Previous Versions

Name Date Modified Views Adds Version Actions
12/15/2017 6:54:08 AM
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9/10/2020 3:30:48 PM
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Monster Tags: Titan

Habitat: ArcticCoastalDesertForestGrasslandHillMountainSwampUnderdarkUnderwaterUrban

NovenaDragon

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