Large Aberration (Angel), Lawful Evil
Armor Class 22 Natural Armor
Hit Points 368 (35d10 + 175)
Speed 30 ft., fly 120 ft.
STR
18 (+4)
DEX
20 (+5)
CON
20 (+5)
INT
20 (+5)
WIS
20 (+5)
CHA
26 (+8)
Saving Throws DEX +12, CON +12, WIS +12, CHA +15
Skills Deception +15, Perception +19, Performance +15
Damage Immunities Psychic, Thunder
Condition Immunities Charmed, Deafened, Exhaustion, Frightened, Stunned
Senses Truesight 120 ft., Passive Perception 29
Languages All telepathy 120 ft.
Challenge 24 (62,000 XP)
Proficiency Bonus +7
Traits

Aberrant Hybrid. The Voice of Distortion is both a Celestial and an Aberration. Spells, abilities, and other effects that target either of those creature types affect the Voice of Distortion.

Auditory Abomination. The Voice of Distortion's very presence warps sound. All creatures within 30 feet of it have disadvantage on Wisdom (Perception) checks that rely on hearing. When the Voice of Distortion is in combat, it can choose to amplify or mute sounds within 60 feet. As a bonus action, it can cause all sounds within that radius to either become deafeningly loud (requiring a DC 18 Constitution saving throw or be deafened until the start of its next turn) or completely silent. This effect lasts until the start of its next turn.

Legendary Resistance (3/day). When the Voice of Distortion fails a saving throw, it can choose to succeed instead.

Magic Resistance. The Voice of Distortion has advantage on saving throws against spells and other magical effects.

Echoing Truth. The Voice of Distortion knows when it hears a lie. When it is told a lie, it can use a reaction to deal 22 (5d8) thunder damage and 22 (5d8) psychic damage to the creature that spoke it. This damage echoes in the creature's mind.

Innate Spellcasting. The Voice of Distortion's innate spellcasting ability is Charisma (spell save DC 23, +15 to hit with spell attacks). It can innately cast the following spells, requiring no material components:

  • At will: command, dissonant whispers, detect thoughts, major image, thunderwave
  • 3/day each: confusion, silence, mass suggestion
  • 1/day each: dominate monster, mental prison, power word stun

Regeneration. The Voice of Distortion regains 15 hit points at the start of each of its turns. If the Voice of Distortion takes force damage, this trait doesn't function at the start of its next turn. It dies only if it starts its turn with 0 hit points and doesn't regenerate.

Actions

Whispers of Madness. The Voice of Distortion uses each of its Hand actions once, in any order, or chooses to forgo two of its hand spells from its Innate Spellcasting list.

  • Sonic Blast. Ranged Spell Attack: +15 to hit, range 120 ft., one target. Hit: 29 (6d6 + 8) thunder damage plus 21 (6d6) psychic damage. This attack ignores damage resistances.
  • Disorienting Echo. The Voice of Distortion magically disorients a creature it can see within 60 feet of it, which must succeed on a DC 23 Wisdom saving throw or be disoriented until the end of its next turn. While disoriented, the creature has disadvantage on attack rolls and ability checks, and takes 4 (1d8) psychic damage if it willingly moves more than half its speed.
  • Harmonic Link. The Voice of Distortion magically links with an ally it can see within 30 feet of it. On its next turn, the ally's movement speed is doubled, and it can use its reaction to make an additional attack if it hits a creature with a weapon attack. The Voice of Distortion cannot target itself.
  • Piercing Scream. Melee Weapon Attack: +12 to hit, range 5 ft., one target. Hit: 66 (12d10) thunder damage.

 

Bonus Actions

Flicker. The Voice of Distortion teleports, along with anything it is wearing or carrying, to an unoccupied space it can see within 60 feet. It leaves behind a lingering sonic afterimage that lasts until the start of its next turn, which causes the first creature to enter its space to take 10 (3d6) thunder damage.

Aura of Discord. The Voice of Distortion emits an aura of unsettling noise. It chooses a willing creature it can see within 120 feet of it. This creature becomes the Voice's harbinger, gaining a 1d6 bonus to saving throws and inflicting 1d6 psychic damage on any creature that starts its turn within 10 feet of it. Additionally, at the start of the Voice of Distortion's turn, the harbinger benefits from its Regeneration trait instead of it. If the harbinger strays further than 120 feet away from the Voice of Distortion, or the Voice of Distortion chooses to revoke the blessing (no action needed), the effect ends. There can only be one harbinger of the Voice of Distortion at any given time.

Reactions

Sonic Shield. As a reaction to taking bludgeoning, piercing, or slashing damage, the Voice of Distortion projects a sonic barrier, gaining resistance to the triggering damage until the start of its next turn.


Shatter Sense. As a reaction when a creature that it can see dies, the Voice of Distortion shatters its connection to the senses, which is stored within a resonant crystal it carries. The next time the Voice of Distortion hits a creature with its Piercing Scream attack, it can choose to release the stored sensory data to empower the strike. When it does so, the damage type becomes psychic, and it deals an amount of additional damage equal to two times the CR or total character level of the creature whose senses were stored.

Legendary Actions

The Voice of Distortion 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 Voice of Distortion regains spent legendary actions at the start of its turn.

Whisper. The Voice of Distortion uses one of its Hand actions that isn't the Piercing Scream.

Flicker. The Voice of Distortion uses its Flicker bonus action.

Scream (Costs 2 Actions). The Voice of Distortion uses its Piercing Scream action.

Distort (Costs 2 Actions). The Voice of Distortion casts a spell with a casting time of one action or one bonus action from its innate spellcasting list.

Chorus of Madness (Costs 3 Actions, 1/day). The Voice of Distortion unleashes a cacophony of terrifying sounds, terrorizing all creatures that can hear it within 60 feet. Targets must succeed a DC 23 Wisdom saving throw or take 18 (6d8) psychic damage and be frightened of the Voice of Distortion for one minute. While frightened in this way, a creature must roll a 1d6 at the start of each of its turns to determine the additional effects. A creature can repeat the saving throw at the top of each of its turns, ending the effect on itself on a success.

  • 1: The creature is overwhelmed by the dissonance. It is paralyzed until the start of its next turn and must roll an effect on the indefinite madness table.
  • 2-3: The creature's mind shatters momentarily. It falls prone and is incapacitated until the start of its next turn, and must roll an effect on the long-term madness table if they aren't already suffering from madness as a result of this effect.
  • 4-5: The creature's thoughts become a tangled mess. Until the start of its next turn, it takes 4 (1d8) psychic damage every time it attempts a spell, misses with an attack, or fails a saving throw.
  • 6: The creature suffers no further detrimental effects.

Description

The Voice of Distortion.

SurgDexil

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