| Mod | Save | ||
|---|---|---|---|
| STR | 24 | +7 | +24 |
| DEX | 20 | +5 | +21 |
| CON | 21 | +5 | +22 |
| Mod | Save | ||
|---|---|---|---|
| INT | 25 | +7 | +26 |
| WIS | 18 | +4 | +20 |
| CHA | 20 | +5 | +22 |
Predator’s Grace
The Arch-Predator can take the Dash, Disengage, or Hide action as a bonus action. It does not provoke opportunity attacks when moving through a creature’s space.
Glitching Form
Reality bends around the Arch-Predator. Attack rolls against it have disadvantage unless the attacker can see through illusions or has truesight.
Once per turn, when it is hit by an attack, it can teleport up to 20 ft as a reaction.
Void-Tethered Tentacles
Tentacle attacks ignore non-magical armor. If a target is grappled, they take psychic damage at the start of each of their turns equal to 1d8 per 10 feet they are moved unwillingly by the Arch-Predator.
Multiattack
The Arch-Predator makes three tentacle attacks and one Mindhook Lash.
Tentacle Slash (Melee Weapon Attack):
+11 to hit, reach 15 ft., one target.
Hit: 17 (2d10 + 6) slashing damage + 10 (3d6) psychic damage. If the target is Medium or smaller, they must succeed a DC 18 Strength save or be grappled and restrained.
Mindhook Lash (Recharge 5–6):
The Arch-Predator sends psychic tendrils into all enemies within 30 feet. Each must make a DC 18 Wisdom saving throw or take 27 (6d8) psychic damage, be stunned until the end of their next turn, and pulled 10 ft toward it.
Dissecting Gaze (Recharge 6):
Focuses an unraveling beam of thought into one creature it can see within 120 feet. The target must make a DC 18 Intelligence saving throw or take 45 (10d8) psychic damage and have their speed halved for 1 minute (save ends at end of each of their turns). On a success, they take half damage and no effect.
Tentacle Flurry
If the Arch-Predator dealt melee damage to a creature this turn, it can cause up to two of its eldritch appendages to lash out at different targets within 10 feet. Each tentacle makes a separate attack roll using the creature’s main melee attack bonus and deals 2d8+7 bludgeoning or psychic damage (your choice), and grapples (DC 16) on a hit.
Blood-Scent Surge
The Arch-Predator teleports up to 20 feet to a creature that is below half hit points, ignoring opportunity attacks. Until the start of its next turn, it gains advantage on melee attacks against that creature.
Mind Shear (Recharge 4–6)
The Arch-Predator targets a creature it can see within 60 feet. That creature must succeed a DC 18 Intelligence saving throw or take 4d10 psychic damage, and until the end of its next turn, it can’t take reactions and has disadvantage on concentration checks.
Reflexive Dissonance
When a creature within 30 feet targets the Arch-Predator with a spell or attack, the predator can force that creature to make a Wisdom saving throw (DC 18). On a fail, the creature is confused until the start of its next turn (as if affected by confusion, but only the target loses reactions and can’t make opportunity attacks).
Lashing Reprisal
When a creature ends its turn within 10 feet of the Arch-Predator, it can use a reaction to strike with a coiled limb. The target must make a Dexterity saving throw (DC 16) or take 3d10 slashing damage and be pulled 10 feet toward the Arch-Predator. On a success, it takes half and is not moved.
Phantom Echo
When the Arch-Predator takes damage from a melee weapon attack, it can create an illusory duplicate in an adjacent unoccupied space. Until the end of its next turn, the illusion distracts enemies: attackers have disadvantage on the next attack roll made against the predator.
Three Legendary Actions/Day
Shadow Surge. (Costs 1 Action)
Move up to 30 feet without provoking opportunity attacks.
Ego Rend (Costs 2 Actions).
Force a creature the Arch-Predator can see within 60 feet to make a DC 18 Charisma saving throw or lose their next reaction and bonus action, consumed by internal static and dread.
Predator’s Shift (Costs 2 Actions).
Teleport up to 60 feet. Until the start of its next turn, the Arch-Predator appears in three places at once. The next attack against it automatically misses unless it’s a critical hit.
Description
It doesn’t walk. It glides—effortlessly, impossibly—as though the world forgot to give it weight. Its form is a cathedral of sleek, predatory elegance: an elongated, sinewed torso with obsidian-black scales broken by pulsating veins of crimson light, like molten circuits threading through an abyssal shell. At first glance, its limbs seem humanoid—until they shift. Fingers lengthen into tendrils, arms ripple into writhing coils, and a sinuous tail unfurls behind it like a scythe. Sprouting from its back are seven serpentine appendages, each ending in a blade-like flare of red heat, undulating as if sniffing the currents of time itself. Its head is crowned by flame-like fronds that glow with psychic intensity, trailing energy that dances in patterns only the insane could decipher. Its eyes are wrong. Not glowing, not empty—but somehow consuming. Gazing into them gives the dreadful impression that something inside you—something small and sacred—is now known, catalogued, and tasted. When it speaks, it does so without lips. Its voice vibrates in the skull, oily and dry at once, speaking of the Great Silence Beneath—and your place within it.
Lair and Lair Actions
The walls are not stone—they are the petrified ribs of some god-beast, polished smooth by currents older than the tides. Translucent membranes stretch between these bones, thin as dreams and thrumming with pulses of bioluminescent light that flicker like distant stars being devoured. The water here does not behave. It does not drift or ripple—it watches. The very pressure of it presses against the lungs of intruders, as if testing the flavor of their breath. Floating in the center of this impossibly vast chamber is the Throne of the Maw, a massive, spiral construct of calcified tentacles, broken black spires, and barnacles glowing with seething red glyphs. It hovers, not by magic, but by the will of the predator that claims it. All sound is dampened here. Weapons feel sluggish, thoughts turn inward, and time seems to fragment. Shadows cast themselves in directions that don't match any source. Psychic static buzzes faintly at the edge of perception, whispering things like hunger, hunt, and home. Behind the throne is a pit—an abyss within the abyss. Tendrils of molten red and void-black curl up from it like smoke in reverse. It is not a portal, and yet... it could lead anywhere.
Lair Actions
Static Bleed. All enemy spellcasters must succeed a DC 15 Con save or lose a spell slot (randomly chosen).
Hallucinogenic Echo. At initiative 20, it creates 1d4 illusory duplicates of itself. Each lasts until hit or the next initiative 20.
Flesh Logic. Choose one creature. That creature's movement is reversed (forward is back, left is right) until the end of its next turn (DC 15 Int save negates).
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