Uncertainty. its Intelligence, Wisdom, and Charisma scores fluctuate each round. At the start of each of its turns, roll 1d6:
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1–2: Swap Int/Wis/Cha randomly.
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3–4: One drops to 0 until its next turn (immunity to effects based on that stat).
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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:
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At will: counterspell, confusion, fear, blink, misty step
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3/day each: maze, weird, plane shift, time stop
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1/day each: reality break, true polymorph (on others only), wish (twisted: always unpredictable effect)
The Unknown makes three attacks: Paradox Strike, Mind-Shattering Grasp, and Entropy Beam.
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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).
Void Shift. The Unknown swaps two PCs’ initiative orders, locations on the map, or even character sheets (players must switch characters for 1 round).
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 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.
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All creatures swap places.
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Magic items stop working.
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All creatures teleport 60 ft. randomly.
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All dice rolls are inverted (high rolls become low and vice versa).
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Every creature repeats their last action, targeting a random creature
Stage 2: The Impossible Form. At 0 HP, the Unknown dissolves into fractal void. It regains 1,250 HP and changes reality:
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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:
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Maps, stars, and directions never remain consistent.
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No divination magic functions.
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Travelers vanish, sometimes reappearing decades later.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
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9/12/2025 4:46:24 PM
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6
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1
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1
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Coming Soon
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