Mod | Save | ||
---|---|---|---|
STR | 22 | +6 | +6 |
DEX | 12 | +1 | +1 |
CON | 20 | +5 | +5 |
Mod | Save | ||
---|---|---|---|
INT | 7 | -2 | +5 |
WIS | 10 | +0 | +7 |
CHA | 10 | +0 | +7 |
Projected Barrier. A barrier that surrounds Unrelenting Inertia is emitted 10ft off its surface. The barrier is connected to a leyline that powers its barrier. The barrier provides benefits, resistances to all attacks and spells made from outside its 10ft barrier. Such as immunity to Force damage, resistance to all forms of damage, and provides a +4 bonus on saving throws.
Legendary Resistance (3/Day). If the Unrelenting Inertia fails a saving throw, it can choose to succeed instead.
Siege Monster. The Unrelenting Inertia deals double damage to objects and structures.
Entropy. Any entity within 10ft of Unrelenting Inertia will have 10ft of movement subtracted from movement.
So Cold, Please Help. Whenever an Unrelenting Inertia is hit by a fire attack, the attacker takes the amount of damage rolled, and the Unrelenting Inertia regains that amount of hit points.
Multiattack. Unrelenting Inertia may make 1 Puff Up attack or Slam attack, 2 Heat Laser attacks, and 1 Spike missile Attack.
Puff Up. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 20 (3d10 + 5) piercing damage. The target takes 1d6 poison damage.
Slam. Melee Weapon Attack: Str DC 15 to hit, reach 5 ft., one target. Hit: 20(Advantage. 1d20+ 5) bludgeoning damage. Target will be pushed by Unrelenting Inertia if it moves.
Heat Laser. Breath Attack: Roll with advantage., +7 to hit, range 120 ft., 5ft wide line., multi-hit attack., Hit: 11 (3d6 + 2) fire damage. Get pushed 10ft regardless of hit or miss. Laser continues to pass through enemies until blocked (until attack fails to hit).
Spike Missile. Ranged Weapon Attack: +9 to hit, range 120/300ft., 3 targets. Hit: 11 (1d12+ 5) piercing damage.
Swallow. (Recharge 6) On a target that is large or smaller, make a STR saving throw of 18 or be swallowed into maw of Unrelenting Inertia. Once swallowed, the target become restrained, blinded, and deafened, at the end of every other round the target takes 12d12 fire damage.
Unrelenting Inertia.(Sleeping Gas) Through the pores of Unrelenting Inertia, release a freezing sleeping gas that is the ending of most things. Raise the sleeping freezing gas up by 10ft that originates from the ground. Make a CON DC of 21 for a creature that enters the gas during or at the beginning of a turn. The gas will put a creature under the condition unconscious and will not be woken up by cold damage. The creature will take 5d6 cold damage on a failed CON save, and half on a successful one. Sleeping gas will dissipate when defeating Unrelenting Inertia. Consider slowing the rise of the gas if it gets raised too fast for players.
Please Stop. (Recharge 6) Emit a 60ft Radius freezing sphere centered on Unrelenting Inertia's position. Make a DEX Save of 16. The creature takes 10d10 cold damage on a failed save, or half as much damage on a successful one.
Emission Interference. If the Unrelenting Inertia succeeds a DEX saving throw, reduce damage to 0.
Inertia's Lulling Pull. If a creature exits the pull of the sleeping gas, cast the spell Hold Person with a WIS save of 17. This doesn't count as a spell.
Unrelenting Inertia 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. Unrelenting Inertia regains spent legendary actions at the start of its turn.
Egg Sac (Costs 1 Action). Create a pod that sinks 30ft from Unrelenting Inertia which then hatches into a heat seeking bulb. These bulbs have heat vision meaning they can see heat. These bulbs move at 35ft swim or fly toward heat sources (Preferably moving ones). Have 12 AC. Have 12 hp. Vulnerability to lightning, piercing, and fire. Explode on an action or on death. Explosion radius is 15ft, is a 14 DEX Save, deals 4d6 fire damage, does half damage on success.
Shield Burst (Costs 2 Actions). Create an overwhelming shockwave within 60ft radius. Make a STR saving throw of 23 or be pushed 35ft away and take 1d20 lightning damage.
Enthalpy. (Costs 3 Actions)(Recharge 6). Create a high pressure well that has a 30ft radius and requires concentration from Unrelenting Inertia. The well lasts for 1 minute and can be moved 10ft each round. The area within this sphere is filled with magical darkness and crushing gravitational force.
For the duration, the spell's area is difficult terrain. A creature with darkvision can't see through the magical darkness, and nonmagical light can't illuminate it. No sound can be created within or pass through the area. Any creature or object entirely inside the sphere is immune to thunder damage, and creatures are deafened while entirely inside it. Casting a spell that includes a verbal component is impossible there.
Any creature that enters the spell's area for the first time on a turn or starts its turn there must make a Constitution saving throw of 16. The creature takes 8d6 force damage on a failed save, or half as much damage on a successful one. A creature reduced to 0 hit points by this damage is disintegrated. A disintegrated creature and everything it is wearing and carrying, except magic items, are reduced to a pile of fine gray dust.
When at 50% hp, release two Egg Sacs instead of just 1. The action heat laser becomes a cone. Change Shield Burst damage to 3d10 and push distance to 50ft. Increase Legendary Action limit to 4. Gain the following Legendary Actions.
Tremble and Fall (Costs 2 Actions). Magnify gravity for one round in a 30ft radius cylinder that is 300ft tall that will disable flight, allow falling in water, double fall damage and fall distance in a single round, and knock players prone.
Be Still the Stillness Within (Costs 4 Actions) (Twice per day) Any damaging spells or attacks will freeze on contact with Unrelenting Inertia for its turn which will deal no damage.
Description
The Unrelenting Inertia is a Beast or a Kaiju that was sealed up in the Abyss. It has anomalies properties that stills the motion of all things even itself. It has a flame inside of its body that prevents it from freezing to death. It creates a deadly freezing gas that it floods in an area killing everything.
The Unrelenting Inertia: The Beast of the Abyss
Name: Unrelenting Inertia
Type: Kaiju / Sea Monster
Location: The Abyssal Depths, at the very bottom of the world’s oceans.
Status: Sealed Away, but slowly awakening.
The Origin of the Unrelenting Inertia
Long before the rise of humanity and the age of gods, the sea was a vast, untamed wilderness filled with ancient creatures older than time itself. Among these primordial beasts, one stood out—a force of nature so terrible, so incomprehensible, that its very presence warped the fabric of reality around it.
It was said that the Unrelenting Inertia was not born of this world, but instead a cosmic anomaly that fell from the void between stars, crashing into the deep ocean with a power so great it shook the Earth to its very core. Some ancient texts spoke of its arrival, calling it "the stillness that never ceases." Its form was a swirling mass of incomprehensible matter, made of things that were once living but had long since ceased to exist—shadows of forgotten creatures, remains of extinct worlds. It resembled large fish or whale with glowing eyes that flickered like dying stars.
The Powers of Inertia
The Unrelenting Inertia was no ordinary sea monster. Its very nature was an anomaly, a paradox that defied the laws of physics and biology. It did not simply move through the ocean—it stilled it.
Everywhere it went, time and space would freeze, the motion of life would stop, and even the waters around it would stand still. Fish would become statues, frozen mid-swim. Waves would halt, their crash never reaching the shore. The very essence of life itself seemed to pause whenever the Unrelenting Inertia passed by, creating an unnerving silence that would drive sailors mad if they encountered it.
The creature's most deadly power, however, was its breath—a cold, suffocating gas that it exhaled from deep within its body. This gas was not simply cold, but paradoxically frozen in time. Anything it touched would become trapped in a state of suspended decay, frozen to death before it could even register what had happened. It was a slow, painful death, as if existence itself had been put on hold, and the world had forgotten to continue. This deadly breath could flood vast areas of ocean or land, killing everything in its wake, freezing both living and non-living things alike.
But the most terrifying aspect of the Unrelenting Inertia was that it could never die—because it was frozen in motion. No matter what harm came its way, it remained still, unyielding, and forever unchanging. Its very body seemed to reject decay, even as it decayed. A strange flame burned deep within it, a fire that should not exist in a creature made of ice, but it did. This flame kept the creature alive, allowing it to continue living in an unyielding, eternal stasis.
The Seal of the Abyss
For millennia, the Unrelenting Inertia's reign of stillness ravaged the seas and beyond. No ship could sail near its territory without falling victim to the stifling cold, and no creature could survive the frozen death it wrought. Ancient civilizations, the gods themselves, and beings from across the realms feared the monster's power.
Eventually, a coalition of powerful entities—divine, mortal, and otherworldly—decided that something must be done. A great ritual was performed to bind the Unrelenting Inertia into the deepest abyss of the ocean, a place where no light or living soul could ever reach. It was sealed away beneath layers of cursed stone and impenetrable waters, its power shackled by an eternal curse.
The ritual worked—for a time. But the Unrelenting Inertia was no ordinary beast, and it never stopped existing. It was not dead, but trapped, its flame still burning within, though its movements were halted. The stillness of the Abyss became its prison, the cold waters surrounding it like a tomb.
Awakening of the Stillness
Now, after countless millennia of imprisonment, the seal is beginning to weaken. The flame inside the Unrelenting Inertia still burns, its influence leaking into the depths of the oceans, causing unnatural storms and dead zones to appear across the seas. The once-quiet abyss has begun to shift.
Some fear that the Beast of the Abyss is stirring once again, its body slowly moving, its breath returning to the surface of the world. Ships that venture too far into the abyssal zones are now reporting strange phenomena—time freezing for mere moments, ships becoming stuck in place as if time itself had held its breath, and entire ecosystems being wiped out by strange, frosty gasses that linger in the waters for weeks.
Scientists are beginning to uncover ancient records and texts detailing the creature’s legacy. Some speak of a cataclysmic event when the Unrelenting Inertia will emerge fully from its prison, breaking the seals that bind it and unleashing its curse upon the Earth once more.
The question remains: will humanity and the world be prepared when the stillness returns, or will they fall to the unyielding freeze of the Unrelenting Inertia? And can anything stop a force that cannot move—because it has already stopped everything else?
The Future of Unrelenting Inertia
The beast still sleeps, but its influence spreads. Beneath the surface of the ocean, beyond human reach, Unrelenting Inertia lies in wait. And though it may not be able to move, its presence is already beginning to freeze the world around it.
As for the flame within the Unrelenting Inertia, it burns not only to keep it alive, but to remind the world that even stillness, once unleashed, is a force that cannot be stopped.
Lair and Lair Actions
For the encounter, create a map preferably underwater but it could be aboveground. The map will include a spiral of pillars that is aligned in a circle, the pillars are scattered around. Each pilar gets progressively higher and smaller. The boss will move along a set path starting near the bottom and will slowly move up to the top sticking close to the pillars at all times. The main way to defeat this boss is to get within melee range making barbarians quite effective at doing damage to this boss. The curse of the abyss, shield burst, heat ray, and slam are methods of moving players away. The boss should take advantage by destroying pillars with slam and utilizing siege monster. The pillars have an AC of 14, have 4d10hp (20 hp), made of a mix of polished diorite and marble. The reason why you want to push players off pillars is to get them trapped in the progressively rising freezing sleeping gas. (Just make sure to raise the freezing sleeping gas up by 10ft each turn)
Lair Actions
On initiative count 2 (losing initiative ties), Unrelenting Inertia takes a lair action to cause one of the following effects; Unrelenting Inertia can’t use the same effect two rounds in a row:
- Collapse 2 pillars of choice with a snapping freeze from the gas. Increase the gravity creating a vacuum underwater or in air that pulls entities down to the ground doing double fall damage. Use the rules for Tremble and Fall as an example.
- Create an updraft of Unrelenting Inertia's sleeping gas, create 50ft tall, 10ft radius cylinder that rises from the point of origin of sleeping gas. Make a DEX saving throw of 18 to move out of the way of the updraft. Character can move up to 10ft to edge of the gas.
Regional Effects
The region containing a legendary Unrelenting Inertia's lair is Ley Line Interference, which creates one or more of the following effects:
- For this encounter, if you have a random magic table that activates on spells that roll ones, then use it.
- All teleportation spells above 4th level will have a minimum casting times of 1 minute or higher.
The region containing a legendary Unrelenting Inertia's lair contains Curse of the Abyss, which creates one or more of the following effects:
Rules of Swimming with the Curse of the Abyss.
Having a swim speed is equivalent to having flight in this encounter. Flight doesn't work though. However there are limits to swimming in the abyss. A mysterious force pulls down on creatures that are not native to the farthest depths of the ocean. For each round of combat a player spends swimming without touching the ground, is however much the abyss pulls down on the player. The player will be pulled down 5ft on the second turn of swimming, 10ft on the third round, and 15ft on the 4th and so on. The curse of the abyss can have stronger versions of the pull mattering on the area where it lies. (Useful for a certain boss battle where players need to fight a leviathan but can’t swim up to it.)
Not to mention, swim speed is affected by these rules. It’s possible to become exhausted during prolonged swimming. You roll a Constitution saving throw (DC 10) for each hour spent swimming. Failing this saving throw will result in one level of exhaustion for the character. The rules place a hard limit on swimming for eight hours, specifically stating a character cannot swim for that long.
The players can technically take fall damage mattering on how long they fall for. The reason being that if the players fall/swim for long enough then the players will take fall damage. If the players were to swim for 10 turns then they would be pushed down 50ft in the water. The players could swim up 30ft to counter balance this but at later turns, such as 20 turns, the player will be pushed 100ft down which is very dangerous. The feather fall spell does not prevent fall damage underwater. So you either better hope you have the health to spare, a swim speed or that you are a monk or rogue so you can easily reduce fall damage
If curse of the abyss takes place out of the water, make it so that flight each turn is subtracted by 10ft each turn. On turn 2 of flying subtract 10ft of flight, on turn 3 subtract 20ft, and so on. The curse gets reset back to 0ft of reduction when you touch stable ground.
If Unrelenting Inertia dies, these effects fade over the course of 3d6 days.
Previous Versions
Name | Date Modified | Views | Adds | Version | Actions |
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8/4/2025 2:57:02 PM
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19
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2
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1.2
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Coming Soon
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8/5/2025 4:41:31 PM
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20
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1
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1.3
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Coming Soon
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8/6/2025 5:28:59 PM
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20
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1
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1.4
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Coming Soon
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