Armor Class 20 Shifting Mist Armor
Hit Points 320 (32d10 + 160)
Speed 40 ft., fly 40 ft. (hover)
STR
20 (+5)
DEX
16 (+3)
CON
20 (+5)
INT
18 (+4)
WIS
22 (+6)
CHA
24 (+7)
Saving Throws CON +10, WIS +11, CHA +12
Skills Deception +12, Insight +11, Religion +9
Damage Resistances All damage but Force, Radiant, and Psychic
Damage Immunities Cold, Necrotic, Thunder
Condition Immunities Blinded, Charmed, Frightened, Paralyzed, Stunned
Senses Blindsight 60ft., Truesight 30ft., Passive Perception 20
Languages All, Telepathy 120ft. (Its words feel like thoughts not your own)
Challenge 15 (13,000 XP)
Proficiency Bonus +5
Traits

Fractured Reality
At the start of each of its turns, roll a d6:

  1. Time slows (everyone else has -1 to attacks and saves).

  2. Gravity distorts (everyone flies 10 ft. into air, then drops).

  3. Screaming silence (no verbal components for 1 round).

  4. Truth is a lie (disadvantage on all Insight/Perception).

  5. Flesh forgets form (disadvantage on Con saves).

  6. All of the above. 😬

Whispers of the Cradle (Aura, 30 ft.)
All creatures that begin their turn within 30 ft. must make a DC 18 Wisdom save or gain 1 Fracture Point and be Frightened until the end of their next turn. If they already have 3+, they become Charmed instead.

Reality Incubator
The Mistborn God exists between worlds. Each time a spell of level 3 or higher is cast within 120 ft., roll 1d4:

  • On a 4, the spell succeeds—and a Mistborn horror appears near the caster.

Born of Secrets
If a creature speaks the God’s true name (learned through ancient Veilmoor secrets), they must succeed a DC 18 Charisma save or roll on the Short-Term Madness table and gain a permanent Fracture Point.

Actions

Multiattack.
The Mistborn God makes 2 attacks: one Foglash and one Seed Thought.

Foglash (Melee Spell Attack): +12 to hit, reach 15 ft., one target.
Hit: 27 (6d6 + 6) psychic damage and target must succeed a DC 17 Intelligence save or forget one known language or spell until a long rest.

Seed Thought (Ranged Spell Attack): +12 to hit, range 60 ft., one target.
Hit: 21 (6d4 + 4) psychic + 10 (3d6) necrotic.
Target must succeed a DC 17 Wisdom save or be Charmed for 1 minute. At the end of each of its turns, the target can repeat the save. Each failed save adds a Fracture Point.

Mistquake (Recharge 5–6)
All terrain in 60 ft. becomes heavy mist, obscured, and alive.
All creatures must succeed a DC 18 Dex save or be restrained by tendrils of mist and take 4d10 cold damage. Success = half damage, no restraint.

Reality Twist (Once per Turn)
The Mistborn God can unravel cause and effect. Force a PC to reroll any roll they succeeded on in the last round. The new roll must be taken.

Bonus Actions

Bonus Action Name. Enter the description for how bonus actions work for your monster here.

Reactions

Reaction Name. Enter the description for your action.

Legendary Actions

 

  • Unmake Word (1): Interrupt a verbal spell cast in the round; the spell fizzles and the caster takes 2d8 psychic.

  • Whisper Choice (2): Two PCs must choose: one takes 6d10 psychic, or both take 3d10. No save.

  • Memory Erasure (3): Force a PC to lose a prepared spell, one feat/feature, or a known language (DM’s choice) for 1 hour.

 

Mythic Actions

Instead of dying, the God bursts into light and becomes its True Form, a floating fetus-like mass of fog, bone, and memory. Mist pours from its open mouth. Increase HP by 150. The following changes occur:

AC becomes 22
Damage Resistances become immunities
Foglash becomes a 60-ft line and causes permanent loss of 1d4 hit dice
Seed Thought instead implants a false memory, causing PCs to make an attack on an ally they believe is a threat (no save on first instance)

New Action – Cradle Collapse (Recharge 6)
Reality cracks. Each creature within 120 ft. must make a DC 20 Intelligence save:

  • Fail: 8d12 psychic damage + Frightened + gain a flaw ("The fog knows me, and I deserve what’s coming.")

  • Success: Half damage

Description

Enter a general description for your monster here.

Lair and Lair Actions

“It was never a village. It was a seal. And the seal is cracking.”

Location Type: Mythic Eldritch Lair / Hollow-Earth Prison
Recommended Tier: Level 9–10
Environment: Subterranean, deep beneath Black Hollow Woods
Inhabitants: Mistborn God (The Unborn), Seeded, Silent Choir, Flesh-Echoes, Mistborn Thralls
Lair Actions: Yes (Initiative 20)
Regional Effects: Yes
Mythic Trait: Yes – The Mistborn God enters a second phase upon reaching 0 HP


☣️ Lair Traits (Always Active)

  1. Reality Frays at the Edges: All magical effects within the lair require a DC 15 Arcana check to function properly. On a failure, spells have twisted or surreal side effects determined by the DM.

  2. Mist-Soaked Gravity: Movement is halved unless the creature is immune to being Frightened, or succeeds a DC 14 Wisdom save each round to resist the weight of dread.

  3. Dream Echoes: Any creature that finishes a long or short rest in the lair must succeed a DC 16 Charisma saving throw or suffer 1 level of Short-Term Madness (or 1 Fracture Point if using Fracture mechanics).

  4. Whispers Without Sound: Verbal communication fails unless augmented by magic. The air carries the voices of the god and all who worship it.


💨 Lair Actions (Initiative Count 20, one per round)

The Mistborn God can take one lair action per round. It cannot use the same effect two rounds in a row.

  • Pulmonary Pulse: The walls throb like lungs exhaling fog. All non-Mistborn creatures must succeed a DC 17 Constitution saving throw or be blinded until the end of their next turn as their eyes fill with pale mist.

  • Birth of the Unseen: Mist gathers and coalesces into a Mistborn Thrall or Seeded that joins the fight under the god's control.

  • Veil-Warping Resonance: The god howls through the caverns. Each creature that can hear must make a DC 18 Wisdom saving throw or fall prone and take 2d10 psychic damage. Creatures that fail by 5 or more are also Frightened until the end of their next turn.

  • Dream Collapse (Recharge 6): One creature currently under a magical effect (including buffs, concentration spells, or attunement) must succeed a DC 17 Charisma saving throw or have one such effect suppressed for 1 minute (DM’s choice, or randomly chosen).


🌫️ Regional Effects (Within 3 miles of the Veins of Veilmoor)

  • The Mist Never Lifts: The area is permanently shrouded in supernatural mist. Light sources shed only half their normal radius.

  • Sleep Brings Him Closer: Creatures that sleep in the region have prophetic nightmares. On a long rest, each creature must roll a DC 15 Wisdom saving throw or wake with 1 Fracture Point or 1 level of exhaustion (DM’s discretion).

  • Voice in the Fog: Whispers in the fog lure wanderers away from roads and paths. Any creature traveling without magical navigation or native guidance is considered Lost and may encounter horrors or dimensional pockets tied to the god.

  • Flesh Runs Thin: At the DM’s discretion, especially in Act IV, any failed death saving throw within the region causes the corpse to rise as a Mistborn Thrall 1d4 rounds later.

  • If The Mistborn God is destroyed, all regional effects end after 1d6 days in a dramatic collapse of weather, light, and fog energy.

Vinn0983

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