Delayed Destruction (Mythic Trait; Recharges after a Short or Long Rest). If Zelth is reduced below 200 hit points, at the start of his turn he billows dark mist causing his Armor Class to become 26 he regains 250 hit points, and can teleport immediately without using any actions. These regained hitpoints cannot be stopped or effected by spells like chill touch or other similar effects short of a Wish spell.
Legendary Resistance (4/Day). If Zelth fails a saving throw, it can choose to succeed instead.
Spellcasting. Zelth is a 9th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 21, +18 to hit with spell attacks). Zelth has following spells prepared:
Cantrips (at will): Toll the Dead, Faerie Fire, Bestow Curse
1st level (8 slots): Dissonant Whispers, Thunderwave, Hex, Hunter's Mark, Magnify Gravity, Witch Bolt
2nd level (5 slots): Blindness/Deafness, Cloud of Daggers, Ray of Enfeeblement, Silence
3rd level (5 slots): Animate dead, Counterspell, Dispel Magic, Fireball, Slow
4th level (5 slots): Blight, Gravity Sinkhole, Sickening Radiance
5th level (5 slots): Cloudkill, Contagion, Destructive Wave, Dominate Person, Immolation
6th level (3 slot): Disintegrate, Sunbeam, Harm
7th level (3 slot): Finger of Death, Tether Essence
8th level (2 slot): Sunburst, Reality Break, Dark Star
9th level (2 slot): Mass Polymorph, Storm of Vengeance
Drain Aspect. When a creature is hit with a Draining tentacle it must roll 1d12 and be afflicted by the corresponding number. Nothing short of a wish spell or other powerful magics can undo these effects.
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1 |
DM's Choice |
The Dungeon Master gets to choose what is lost. |
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2 |
Dexterity Score |
Roll a d20 at advantage, Remove the higher number from your characters Dexterity score, To a minimum of 1. |
|
3 |
Constitution Score |
Roll a d20 at advantage, Remove the higher number from your characters Constitution score, To a minimum of 1. If your DM rules you may keep your Hit Points as they were before the removal. |
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4 |
Strength Score |
Roll a d20 at advantage, Remove the higher number from your characters Strength score, To a minimum of 1. |
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5 |
Charisma Score |
Roll a d20 at advantage, Remove the higher number from your characters Charisma score, To a minimum of 1. |
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6 |
Wisdom Score |
Roll a d20 at advantage, Remove the higher number from your characters Wisdom score, To a minimum of 1. |
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7 |
Intelligence Score |
Roll a d20 at advantage, Remove the higher number from your characters Intelligence score, To a minimum of 1. |
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8 |
Proficiency Bonus |
Roll 1d6 and subtract that number from your characters proficiency modifier. |
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9 |
Class Levels |
Roll 1d8 and you lose that number of class levels. You can keep your AC, Feats, HP, Proficiencies, and Proficiency Bonus if you choose. You will lose any spell slots, class features, and spells those class levels grant you. You can gain these back through more training, research, or adventure. |
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10 |
Name |
Your character's name is erased from existence. Any memory writing or other trace of the name is wiped entirely. Any new name given will also be forgotten and fade in 1d4 days. The name is stripped only from you, any identically named creature is unaffected. |
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11 |
Armor Class |
Roll a d20 at advantage, Remove the higher number from your characters Armor Class, To a minimum of 1. Your Natural AC is set to that number, You cannot gain any boost by any means. Shields, Armor, Class Features, and Magic have no affect in raising it. |
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12 |
Player's Choice |
The Player gets to choose what is lost. |
Multiattack. Zelth can use its Eyes of entropy. It then makes three attacks one with its Drain attack and two with its Tentacle attack.
Tentacle. Melee Weapon Attack: +19 to hit, reach 15 ft., 2 target. Hit: 23 (2d12 + 12) bludgeoning damage.
Eye of Entropy. Zelth chooses one creature to be marked. A marked creature has disadvantage on any save using one ability of Zelth's choice.
Drain. Melee Weapon Attack: +13 to hit, reach 20 ft., 1 target. Hit: Drain Aspect.
Cataclysmic Cascade (Recharge 5–6). Reality bends and cracks in a 60ft cone. All creatures in the cone must make a Con save DC 18. On a failed save the creature takes 8d10 force or half as much on a successful save.
Screams of the Undone (Recharge 6). A mouth opens on Zelth's body releasing the screams of those unmade. All creatures within 400ft that can hear it must make a Wisdom save DC 18. On a failed save the creature is stunned until the beginning of Zelth's next turn, and take 3d12 psychic damage. On a successful save the creature is not stunned and takes half damage. If a creature has failed against this effect they have advantage on all future saves against this effect.
Teleport. As a bonus action, Zelth can teleport up to 80 feet to an unoccupied space it can see.
Sap. When hit with a melee weapon attack or melee spell attack Zelth can make a Drain attack at disadvantage with only +5 to hit.
Zelth 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. Zelth regains spent legendary actions at the start of its turn.
Slam. Zelth makes one Tentacle attack.
Drain (Costs 2 Actions). Zelth makes one Drain attack.
If Zelth's Chaos Unbound trait has activated in the last hour, it can use the options below as legendary actions.
Undone (Costs 1 Action). Zelth makes one Cataclysmic Cascade or one Screams of the Undone attack.
Reality Warp (Costs 3 Actions). Zelth can create a tear in reality that shapes the fabric of the universe. Treat this as if Zelth cast the Wish spell.
Description
Zelth is the Deity of Calamity, The Anti-Creation, Destruction Incarnate, and a being of pure uncontrollable chaos.
Lair and Lair Actions
Lair Actions
On initiative count 22 (losing initiative ties), Zelth takes a lair action to cause one of the following effects; Zelth can’t use the same effect two rounds in a row:
- Space and time melt in a 200ft radius around Zelth. All creatures within range must make a Constitution save DC 17. On a fail the creature must roll 1d6 becoming Blind on a 1-3 and deafened on a 4-6.
- Reality becomes thin and the veil between realms is weakened. All conjuration spells and effects as well as plane shifting or breaching spells and effects only take one bonus action to cause until this effect fades.
- All creatures are moved 30ft in a random direction rolling 1d8 to determine how they move.
Regional Effects
The region containing Zelth's lair is Warped and broken, which creates the following effect:
- The landscape around Zelth's lair becomes the reverse of its original layout. Mountains become valleys, lakes become volcanoes and the reverse.
If Zelth dies, these effects fade over the course of 2d4 months.
Previous Versions
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6/28/2021 5:52:09 AM
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1/8/2026 4:50:25 AM
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