| Mod | Save | ||
|---|---|---|---|
| STR | 30 | +10 | +36 |
| DEX | 24 | +7 | +7 |
| CON | 30 | +10 | +36 |
| Mod | Save | ||
|---|---|---|---|
| INT | 28 | +9 | +9 |
| WIS | 26 | +8 | +32 |
| CHA | 26 | +8 | +32 |
Mythic Resistance (3/Day): If the Anti-Spiral fails a saving throw, it can choose to succeed instead.
Existence Lock: No creature can teleport, shift planes, or time travel within 1 mile of the Anti-Spiral without succeeding on a DC 25 Wisdom saving throw.
Spiral Nemesis: Whenever a creature uses a feature or spell that regains hit points or restores spell slots, it must succeed on a DC 25 Charisma saving throw or take 30 (4d10 + 8) psychic damage.
Multiattack
The Anti-Spiral uses Spiral Negation twice and can use Collapse Reality if available.
Spiral Negation
Melee Spell Attack: +17 to hit, reach 30 ft., one target.
Hit: 50 (8d10 + 10) force damage. Target must succeed on a DC 25 Strength save or be restrained as gravity folds around them (escape DC 25).
Collapse Reality (Recharge 5–6)
The Anti-Spiral targets a 120-ft. cube. All creatures in the area must succeed on a DC 25 Dexterity saving throw or take 88 (16d10) force damage and be pulled to the center, knocked prone. On a success, they take half damage.
Spiral Erasure (Mythic Only)
When reduced to 0 HP for the first time, the Anti-Spiral heals to 600 HP and triggers a second phase. In this phase, once per round, it may use Spiral Erasure:
All creatures within 1 mile must make a DC 25 Charisma saving throw or be banished into a fractal void, stunned until the end of their next turn.
The Anti-Spiral can take 3 legendary actions, choosing from the options below:
Void Step: Teleport up to 200 ft. without provoking opportunity attacks.
Distort Space (Costs 2): Warp the battlefield. All creatures within 120 ft. must succeed on a DC 23 Dexterity save or be pushed or pulled 60 ft. in a direction of the Anti-Spiral’s choice.
Crush Will (Costs 3): Target a creature. It must succeed on a DC 25 Wisdom save or be frightened until the end of its next turn.
The Anti-Spiral can take 3 legendary actions, choosing from the options below:
Void Step: Teleport up to 200 ft. without provoking opportunity attacks.
Distort Space (Costs 2): Warp the battlefield. All creatures within 120 ft. must succeed on a DC 23 Dexterity save or be pushed or pulled 60 ft. in a direction of the Anti-Spiral’s choice.
Crush Will (Costs 3): Target a creature. It must succeed on a DC 25 Wisdom save or be frightened until the end of its next turn.
Mythic Action Name. Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Description
When entering phase 2 (mythic), the Anti-Spiral:
Gains Spiral Erasure (above).
Summons Spiral Null Servitors (4 CR 18 constructs with 300 HP each, AC 22, dealing 4d10+6 force damage).
Gravity becomes infinite: All creatures have their movement halved.
Lair and Lair Actions
When in its cosmic domain, the Anti-Spiral can take one of the following lair actions:
Zero Dimension: Anti-Spiral renders an area (60 ft. radius) into null space. All terrain is erased, creatures fall prone, and flying creatures fall unless they hover.
Infinite Regress: A creature of the Anti-Spiral’s choice must succeed on a DC 25 Wisdom save or relive an endless loop of its worst failure, becoming stunned until the end of its next turn.
Annihilation Burst: Reality fractures. Each creature takes 40 (8d8) force damage unless they succeed on a DC 25 Constitution save.