AC 20 Natural armor    Initiative +2 (12)
HP 320 (25d12 + 150)
Speed 40 ft., fly 60 ft.
Mod Save
STR 25 +7 +7
DEX 15 +2 +2
CON 22 +6 +6
Mod Save
INT 24 +7 +16
WIS 18 +4 +13
CHA 26 +8 +17
Skills Arcana +14, History +14, Insight +11, Perception +11
Resistances Necrotic, Poison
Immunities Cold, Radiant; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks; Charmed, Frightened, Paralyzed
Senses Truesight 120 ft., Passive Perception 21
Languages All, Telepathy 120 ft.
CR 30 (XP 155,000; PB +9)
Traits

Nameless Madness: any creature that is within one mile of Orpheus go mad, and are unable to fight, however, this can be avoided with a wisdom check that requires a dc of 18 to succeed, making the one who succeeded the check more aware of the outer gods and the truth of their madness

Legendary Resistance (3/Day).

If Orpheus fails a saving throw, he can choose to succeed instead.

Cosmic Aura.

(Combat only) A 60-foot radius around Orpheus is filled with a swirling maelstrom of stars and cosmic threads. Creatures of Orpheus’s choice within the area must succeed on a DC 23 Wisdom saving throw or be frightened for 1 minute. While frightened in this way, a creature is also paralyzed. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Starweaver’s Threads.

As a bonus action, Orpheus can pull on the threads of fate, affecting a creature he can see within 120 feet. The target must succeed on a DC 23 Charisma saving throw or become cursed. While cursed in this way, the creature takes 4d10 psychic damage at the start of each of its turns, and Orpheus can force it to re-roll one d20 roll of his choice, taking the lower result. The curse lasts until Orpheus is slain or removes it as a bonus action.

Regeneration.

Orpheus regains 20 hit points at the start of his turn if he has at least 1 hit point and isn’t in an antimagic field.

Actions

Multiattack.
Orpheus makes three Astral Lash attacks and uses Warp Reality.

Astral Lash. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 25 (4d8 + 7) force damage. If the target is a creature, it must succeed on a DC 23 Constitution saving throw or be stunned until the end of its next turn.

Warp Reality (Recharge 5-6).
Orpheus warps the fabric of reality in a 90-foot radius centered on him. Each creature in that area must succeed on a DC 23 Wisdom saving throw or become entangled in the threads of space-time. While entangled, a creature is restrained and takes 8d8 psychic damage at the start of each of its turns. The effect lasts for 1 minute or until Orpheus uses this ability again.

Cosmic Gaze (1/Day).
Orpheus opens his third eye, revealing the truth of the cosmos to a single creature within 120 feet. The target must make a DC 23 Charisma saving throw. On a failed save, the creature takes 12d12 psychic damage and is driven insane (as per the insanity condition) until cured by a greater restoration or similar magic. On a successful save, the creature takes half as much damage and is not driven insane.

Bonus Actions

Celestial Step
• Effect: Orpheus briefly steps through a fold in space, teleporting up to 30 feet to an unoccupied space he can see. This movement does not provoke opportunity attacks.
Cosmic Insight
• Effect: Orpheus gazes into the threads of the future, granting himself advantage on the next attack roll, ability check, or saving throw he makes before the start of his next turn.
 Unraveling Touch
• Effect: Orpheus targets a creature within 60 feet. The target must succeed on a DC 23 Constitution saving throw or take 3d8 necrotic damage, and its movement speed is reduced by 10 feet until the end of its next turn.
 Eldritch Whispers
• Effect: Orpheus mutters incomprehensible truths of the cosmos. A creature within 60 feet of Orpheus that can hear him must make a DC 23 Wisdom saving throw or become confused (as per the confusion spell) until the end of its next turn.

Reactions

1. Astral Counter
Trigger: Orpheus is targeted by a spell or attack.
Effect: Orpheus weaves the threads of the cosmos to redirect the attack or spell. He forces the attacker to re-roll the attack roll or the caster to re-roll the spell’s saving throw, taking the lower result. If the attack or spell misses or fails, Orpheus can choose a different target within 30 feet of him for the attack or spell to hit instead.
2. Cosmic Shield
Trigger: Orpheus or an ally within 30 feet is hit by an attack.
Effect: Orpheus creates a barrier of stardust and cosmic energy, reducing the damage by 4d10. If this reduces the damage to 0, the attacker takes 4d10 radiant damage as the barrier reflects the energy back.
3. Warping Dodge
Trigger: Orpheus is hit by an attack.
Effect: Orpheus instantly warps space around him, causing the attack to miss. He teleports up to 15 feet to an unoccupied space he can see, avoiding the attack entirely. This movement does not provoke opportunity attacks.
4. Threads of Destiny
Trigger: A creature within 60 feet of Orpheus makes an attack roll, saving throw, or ability check.
Effect: Orpheus tugs on the threads of fate, forcing the creature to re-roll the triggering roll and take the lower result. If the roll is still successful, the creature takes 4d8 psychic damage as a backlash from the threads.
5. Reality Warp
Trigger: A creature within 30 feet of Orpheus moves or teleports.
Effect: Orpheus bends space-time, causing the creature’s movement to go awry. The creature must succeed on a DC 23 Dexterity saving throw or be teleported to a random unoccupied space within 30 feet of its intended destination. The creature’s movement is then reduced to 0 until the end of its turn.

Legendary Actions

Orpheus can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature’s turn. Orpheus regains spent legendary actions at the start of his turn.

Astral Lash. Orpheus makes one Astral Lash attack.
Cosmic Shift. Orpheus teleports up to 60 feet to an unoccupied space he can see.
Threads of Fate (Costs 2 Actions). Orpheus pulls on the threads of fate to manipulate time. Choose a creature Orpheus can see within 120 feet. The creature must succeed on a DC 23 Dexterity saving throw or have its speed reduced to 0 and be unable to take reactions until the start of Orpheus’s next turn.

Description

Appearance

Size: Orpheus is a huge, otherworldly being, towering over most creatures with a form that defies conventional geometry. His body is an amalgamation of starry tendrils, shifting voids, and nebulous clouds, constantly in flux.
Eyes: He possesses a multitude of eyes scattered across his form, each one reflecting the light of distant stars and galaxies. A massive, third eye is located at the center of his being, through which he peers into the depths of the universe.
Aura: Orpheus is surrounded by a swirling maelstrom of cosmic energy and stardust, which crackles with latent power. His presence warps reality around him, causing stars to flicker and the fabric of space-time to ripple.

Personality

Madness: Orpheus is driven by an inscrutable madness born from centuries of gazing into the cosmic void. His thoughts are fragmented, his motives unclear, and his actions often erratic and unpredictable.
Wisdom and Insight: Despite his madness, Orpheus possesses a profound understanding of the cosmos and the threads of fate that bind all things. He can see and manipulate these threads, weaving destinies and unraveling realities.
Neutrality: Orpheus is neither good nor evil, but rather a force of chaotic neutrality. He exists beyond mortal concepts of morality, acting according to whims that may seem random or nonsensical to others.

Abilities

Reality Manipulation: Orpheus has the power to warp reality itself, bending the fabric of space-time to his will. He can entangle foes in threads of fate, alter the flow of time, and create rifts between dimensions.
Cosmic Knowledge: His deep understanding of the universe grants him vast arcane knowledge. He is a master of cosmic magic, able to summon stars, manipulate the void, and peer into the future.
Immortality: Orpheus is an ancient being, effectively immortal. While he can be defeated, his essence is bound to the cosmos, and he may eventually reform after many eons.

Motivation

Weaver of Fate: Orpheus sees himself as a weaver of the cosmic threads, manipulating destinies and shaping the course of events across the multiverse. Whether for good or ill, he seeks to maintain the balance of the cosmos in his own, inscrutable way.
Seeker of Knowledge: Driven by an endless hunger for knowledge, Orpheus constantly seeks out new truths about the universe. He may interact with mortals who possess knowledge or artifacts that pique his interest.
Chaotic Actor: Sometimes, Orpheus acts purely out of curiosity or madness, sowing chaos simply to observe the outcomes. His actions can lead to great upheavals or minor disturbances, depending on his whims. 

Lore

The Spinner of Stars: Legends tell of Orpheus as the Spinner of the Threads of Stars, a being who weaves the destinies of entire worlds. Some believe he is responsible for the creation of constellations, each one representing a thread in his cosmic loom.
The Mad One: Scholars and sages speak of Orpheus with a mix of awe and fear, knowing that his madness can lead to cataclysmic events. Stories abound of civilizations rising and falling due to his interventions.
Prophecy: Ancient texts prophesize that Orpheus will one day unravel the threads of the universe, bringing about the end of all things and the beginning of a new cosmic cycle.

Lair and Lair Actions

Lair

Cosmic Nexus: Orpheus resides in a cosmic nexus, a place where the boundaries between planes are thin, and the stars themselves seem to pulse with energy. This lair is a shifting landscape of astral matter, where time and space are fluid.
Lair Effects: The area surrounding Orpheus’s lair is influenced by his presence, causing strange celestial phenomena, unpredictable magical effects, and a pervasive sense of unreality.

 

Lair Actions

On initiative count 20 (losing initiative ties), Orpheus can take a lair action to cause one of the following effects:

1. Starfall. Orpheus summons a falling star to strike a point within 120 feet. Each creature in a 20-foot radius centered on that point must make a DC 23 Dexterity saving throw, taking 8d10 radiant damage on a failed save, or half as much on a successful one.
2. Celestial Threads. Threads of light and stardust weave through the battlefield. Orpheus can choose up to three creatures he can see within 60 feet. These creatures must succeed on a DC 23 Dexterity saving throw or be restrained by the threads. The threads last until the start of the next round or until Orpheus uses this action again.

Regional Effects

The region containing Orpheus’s lair is warped by his cosmic influence, creating the following effects:

Starry Skies: The night sky is constantly visible, regardless of the time of day, and is filled with strange constellations and moving stars.
Fatebound: Any creature that takes a long rest within 6 miles of the lair has vivid dreams of cosmic threads and their place in the universe. These creatures gain advantage on their next attack roll, saving throw, or ability check, but also have disadvantage on the one following that.
Reality Warping: Within 1 mile of the lair, the boundaries between planes weaken. Teleportation spells and planar travel are unreliable, with a 50% chance of arriving at an unintended destination.

 

Previous Versions

Name Date Modified Views Adds Version Actions
9/26/2025 1:22:20 PM
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Monster Tags: abberationInevitable

TheDrunkenLunarDwarf

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