Gargantuan Aberration, Unaligned
Armor Class 31 Flickering Voidform
Hit Points 2500 (120d20 + 1500)
Speed 60 ft.
STR
30 (+10)
DEX
26 (+8)
CON
30 (+10)
INT
20 (+5)
WIS
20 (+5)
CHA
20 (+5)
Saving Throws CON +19, WIS +14, CHA +14
Damage Resistances All damage but Force, Radiant, and Psychic
Senses Passive Perception 35
Languages --
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

Uncertainty. its Intelligence, Wisdom, and Charisma scores fluctuate each round. At the start of each of its turns, roll 1d6:

  • 1–2: Swap Int/Wis/Cha randomly.

  • 3–4: One drops to 0 until its next turn (immunity to effects based on that stat).

  • 5–6: Each is boosted by +5 until next turn.)

Within 300 ft., no creature can have advantage or disadvantage. Critical hits only occur on a natural 20 and a second die rolled within 1–5. Whenever a creature uses Inspiration or a reroll, the Unknown can instead force disadvantage on the attempt.

Spellcasting. Casting ability changes with fluctuation (DC varies from 18–32, +19–21 to hit). It can cast:

  • At will: counterspell, confusion, fear, blink, misty step

  • 3/day each: maze, weird, plane shift, time stop

  • 1/day each: reality break, true polymorph (on others only), wish (twisted: always unpredictable effect)

Actions

The Unknown makes three attacks: Paradox Strike, Mind-Shattering Grasp, and Entropy Beam.

  • Mind-Shattering Grasp. Melee Weapon Attack: +21 to hit, reach 25 ft., one target. Hit: 72 (16d8) psychic damage, and target rolls 1d4:
    1: forgets how to use weapons;
    2: forgets prepared spells;
    3: forgets an ally (can’t perceive them);
    4: forgets their goal (must attack nearest creature).

  • Entropy Beam. Ranged Spell Attack: +21 to hit, 300 ft., line 10 ft. wide. Hit: 99 (18d10) force damage, and creatures struck roll on the Wild Magic Surge table.

  • Paradox Strike. Melee Spell Attack: +21 to hit, reach 40 ft., one target. Hit: 88 (16d10 + 10) force damage. Target must succeed on a DC 12 Wisdom save or lose their next turn completely (they vanish into unreality, reappearing at initiative 0 next round).
Bonus Actions

Void Shift. The Unknown swaps two PCs’ initiative orders, locations on the map, or even character sheets (players must switch characters for 1 round).

Reactions

Collapse Certainty. When a creature declares an attack, spell, or ability, the Unknown forces a DC 12 Charisma save. On a fail, the action is redirected at a random target.

Legendary Actions

Legendary Resistance (6/Day). If the Unknown fails a saving throw, it can choose to succeed instead.

Unknowable Lash. One creature within 120 ft. makes a DC 15 Intelligence save or takes 45 (10d8) psychic damage and becomes frightened.

Deny Logic (Costs 2 Actions). Cancels a PC’s feature for 1 round (ex: Sneak Attack, Divine Smite, Wild Shape).

 Event Collapse (Costs 3 Actions). A random event occurs (roll d6):

 Gravity reverses.

  1. All creatures swap places.

  2. Magic items stop working.

  3. All creatures teleport 60 ft. randomly.

  4. All dice rolls are inverted (high rolls become low and vice versa).

  5. Every creature repeats their last action, targeting a random creature

Mythic Actions

Stage 2: The Impossible Form. At 0 HP, the Unknown dissolves into fractal void. It regains 1,250 HP and changes reality:

  • Roll 1d6 each round for its new form:
    1: Swarm of shadows (immune to AoE)
    2: Gigantic horror (advantage on Str/Con saves, disadvantage on Dex)
    3: Cloud of eyes (all attacks become ranged beams)
    4: Mirror god (all attacks reflect unless source passes DC 32 Wis save)
    5: Silent void (no sound, no spells with verbal components)
    6: Timeless ripple (takes 2 turns each round, on different initiative counts).

During Stage 2, all saving throw DCs are increased by +2.

Lair and Lair Actions

Lair Actions

Fog of Mystery. Entire battlefield becomes heavily obscured.

Unknown Summons. 1d4 phantoms of lost fears (mini-versions of previous bosses) appear and act until destroyed.

Shifting Reality. One PC’s class is swapped randomly until next round (Fighter → Wizard, Rogue → Cleric, etc.).

 

 

Regional Effects

Within 50 miles of the lair:

  • Maps, stars, and directions never remain consistent.

  • No divination magic functions.

  • Travelers vanish, sometimes reappearing decades later.

Previous Versions

Name Date Modified Views Adds Version Actions
9/12/2025 4:46:24 PM
6
1
1
Coming Soon

Habitat: Any

Commisar_Leonid

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