God-Fracture Aura: (Reality Distortion)
Within 300 feet of Vorrukal, reality fractures:
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The environment visibly twists and ripples
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Enemies make all Attack Rolls, Saving Throws, and Ability Checks with disadvantage unless immune to charm or fear
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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:
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Resistance to all damage becomes Immunity
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He occupies difficult terrain for all creatures within 100 feet
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Creatures entering or starting their turn in this terrain take 22 (4d10) force damage
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:
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All creatures make a DC 25 Dexterity saving throw
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Fail: 72 (16d8) force damage and are teleported to an extradimensional space, stunned for 1 minute (repeat save at end of turn)
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Success: Half damage, no teleportation
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Tentacle Swipe: Attack with a tentacle (same as Tentacle Slam)
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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
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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
When Vorrukal drops to 0 hit points, his body dissolves into corrupted ichor, revealing his Heart of the Cauldron:
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He immediately restores to half hit points
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His Reality Tear recharges automatically each round
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Damage dealt by his attacks increases by 10
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The battlefield fragments; terrain constantly shifts unpredictably
Lair and Lair Actions
While in his lair (or controlling the surrounding sea/island):
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Fractured Tide: Waves crash unnaturally; creatures must succeed on DC 22 Strength saves or be moved 30 feet and knocked prone
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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
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Island Breaker (Once per long rest): Shatters terrain within 500 feet; fissures open, structures collapse, the area becomes heavily obscured
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