Gargantuan Aberration, Chaotic Evil
Armor Class 25 (natural armor)
Hit Points 1200 (60d20 + 600)
Speed 40 ft., Swim 100 ft., Burrow 50 ft.
STR
30 (+10)
DEX
14 (+2)
CON
30 (+10)
INT
25 (+7)
WIS
24 (+7)
CHA
28 (+9)
Saving Throws STR +19, CON +19, WIS +16, CHA +18
Skills Arcana +15, Deception +17, Insight +15, Perception +15
Damage Resistances Cold, Fire, Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Force, Poison, Thunder
Senses Truesight 500 ft., Passive Perception 20
Languages All, Telepathy 1000 ft.
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

 

God-Fracture Aura: (Reality Distortion)

Within 300 feet of Vorrukal, reality fractures:

  • The environment visibly twists and ripples

  • Enemies make all Attack Rolls, Saving Throws, and Ability Checks with disadvantage unless immune to charm or fear

  • Spells within the aura trigger Wild Magic Surges (DM's discretion)

Amphibious:

Vorrukal can breathe both air and water.

Legendary Resistance (5/Day):

If Vorrukal fails a saving throw, he can choose to succeed instead.

Magic Resistance:

Vorrukal has advantage on Saving Throws against spells and magical effects.

Warped Existence:

At the start of his turn, Vorrukal may phase partially out of reality. Until the start of his next turn:

  • Resistance to all damage becomes Immunity

  • He occupies difficult terrain for all creatures within 100 feet

  • Creatures entering or starting their turn in this terrain take 22 (4d10) force damage

Actions

Multiattack:

Vorrukal makes three attacks: Tentacle Slam, Maw Bite, and Reality Tear.


Tentacle Slam:

Melee Weapon Attack: +18 to hit, reach 100 ft., one target
Hit: 36 (6d8 + 10) bludgeoning damage and grappled (escape DC 26). Until grapple ends, target is restrained.


Maw Bite:

Melee Weapon Attack: +18 to hit, reach 60 ft., one target
Hit: 54 (8d10 + 10) piercing damage plus 27 (5d10) psychic damage


Reality Tear (Recharge 5–6):

Vorrukal tears space itself. Choose a 30-foot radius within 300 feet:

  • All creatures make a DC 25 Dexterity saving throw

  • Fail: 72 (16d8) force damage and are teleported to an extradimensional space, stunned for 1 minute (repeat save at end of turn)

  • Success: Half damage, no teleportation

Legendary Actions
  • Tentacle Swipe: Attack with a tentacle (same as Tentacle Slam)

  • Reality Warp (Costs 2 Actions): Teleport up to 200 feet to unoccupied space; terrain in the path becomes difficult terrain until end of Vorrukal's next turn

  • Sea's Grasp (Costs 3 Actions): Summons eldritch tendrils from below; all creatures within 100 feet must succeed on a DC 25 Strength save or be pulled prone and restrained

Mythic Actions

When Vorrukal drops to 0 hit points, his body dissolves into corrupted ichor, revealing his Heart of the Cauldron:

  • He immediately restores to half hit points

  • His Reality Tear recharges automatically each round

  • Damage dealt by his attacks increases by 10

  • The battlefield fragments; terrain constantly shifts unpredictably

Lair and Lair Actions

While in his lair (or controlling the surrounding sea/island):

  1. Fractured Tide: Waves crash unnaturally; creatures must succeed on DC 22 Strength saves or be moved 30 feet and knocked prone

  2. Whispers of Vorrukal: All non-allied creatures within 300 feet make a DC 22 Wisdom save or take 22 (5d8) psychic damage and be frightened until next turn

  3. Island Breaker (Once per long rest): Shatters terrain within 500 feet; fissures open, structures collapse, the area becomes heavily obscured

Monster Tags: aberration

Sn0rLaxxIRL

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