Gargantuan Aberration (Titan), Chaotic Evil
Armor Class 30 Natural Armor
Hit Points 9000 (400d20 + 4800)
Speed 60 ft., Burrow 60 ft.
STR
30 (+10)
DEX
20 (+5)
CON
30 (+10)
INT
10 (+0)
WIS
20 (+5)
CHA
18 (+4)
Saving Throws STR +20, DEX +15, CON +20, INT +10, WIS +15, CHA +14
Skills Perception +15
Damage Immunities Acid, Fire, Necrotic, Poison, Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Blindsight 1 mile, Truesight 1 mile, Unknown Life Sense 1 mile (detects all living creatures excluding undead and constructs), Passive Perception 25
Languages All Telepathy 1 mile
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

Colossal Nature. The Maw occupies a space up to 100-foot-by-100-foot. It is immune to difficult terrain and is unaffected by forced movement. It is also immune to the prone, grappled, restrained, and exhaustion conditions.

Reactive Adaptation. The Maw has 10 stored damage resistances, starting with resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks. When it takes damage of a type it is not resistant to, it gains resistance to that damage type and loses its oldest stored resistance. If it takes damage of a type it is already resistant to for a second consecutive time within a single round, it becomes immune to that damage type for 1 minute, or until hit by a new damage type. This creature can only have up to two damage type immunities at a time through this trait.

Unmaking Core (Voidwoken). All of the Maw's attacks are considered critical hits and deal maximum damage. At the end of each of its turns, the damage dice for all its attacks increases by one. All of its attacks inflict the Incapacitated condition. All damage is considered magical and bypasses all damage resistances and immunities.

Legendary Resistance (5/Day). If the Maw fails a saving throw, it can choose to succeed instead.

Titanic Magic Resistance. The Maw has advantage on saving throws against spells and other magical effects. When the Maw successfully saves against a spell of 5th level or lower, the spell is dispelled.

Innate Immortality. If the Maw is killed, it is merely banished to a secret pocket dimension within the void for 1d100 years, after which it returns to life in a location of the DM's choosing.

Reality Anchor. It cannot be imprisoned, banished, or wished away. It is unaffected by spells such as wish or other reality-altering spells and magic.

Reflective Carapace. Any time the Maw is targeted by a magic missile spell, a line spell, or a spell that requires a ranged attack roll, roll a d6. On a 1 to 4, the Maw is unaffected. On a 5 or 6, the Maw is unaffected, and the effect is reflected back at the caster as though it originated from the Maw, turning the caster into the target.

Siege Monster. The Maw deals double damage to objects and structures.

Aura of Erasing. The Maw has a reality-erasing aura with a range of 100 ft. (10 ft.×Proficiency Bonus of 10).

  • Any magical constructs or creatures summoned by a spell that start their turn within the aura are destroyed.

  • Within this aura, all damage immunities of its enemies are negated.

  • No creature can be healed while inside the aura.

Earth Glide. The Maw can burrow through nonmagical, unworked earth and stone. While doing so, it doesn't disturb the material it moves through.

Unburdened Movement. The Maw ignores movement penalties from being underwater, difficult terrain, or similar environmental effects.

Void Corruption. Any creature that takes damage from the Maw cannot regain hit points until the end of its next turn.

Actions

Multiattack. The Maw can use its Frightful Presence. It then makes five attacks: one with its bite, two with its claws, one with its horn, and one with its tail.

Bite. Melee Weapon Attack: +20 to hit, reach 25 ft., one target. Hit: 70 (Max of 6d12+10) piercing damage plus 60 (Max of 10d6) necrotic damage. The target is Incapacitated. If the target is a Huge or smaller creature, it is swallowed.

Swallow (Three Stomachs) A swallowed creature progresses through the Maw's three stomachs, spending 2 turns in each of the first two before moving to the next. The creature takes damage at the start of each of the Maw's turns, depending on its current location:

  • First Stomach (Corrosive Cauldron): The creature takes 84 (Max of 14d8) acid damage. To be regurgitated, the Maw must take 80 damage or more from creatures inside this stomach on a single turn.

  • Second Stomach (Void-Infused): The creature takes 210 (Max of 30d10) necrotic damage. To be regurgitated, the Maw must take 160 damage or more from creatures inside this stomach on a single turn.

  • Third Stomach (Boiling Assimilation): A creature that enters this stomach is instantaneously destroyed and assimilated by the Maw, with no saving throw allowed. If the Maw takes the required damage on a single turn, it must succeed on a DC 25 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet.

Spell Slot Consumption. When the Maw successfully swallows a creature using its Void Devour action or Swallow effect, and that creature has prepared or available spell slots (of any level), the Maw absorbs the raw magical energy. The Maw regains Hit Points equal to 100× the highest level spell slot the swallowed creature possesses. (For example, if the devoured creature has a 9th-level spell slot, the Maw heals for 900 HP).

Claw.
Melee Weapon Attack: +20 to hit, reach 20 ft., one target. Hit: 66 (Max of 6d8+10) slashing damage plus 60 (Max of 10d6) necrotic damage. The target is Incapacitated.

Horn. Melee Weapon Attack: +20 to hit, reach 25 ft., one target. Hit: 80 (Max of 7d10+10) piercing damage plus 60 (Max of 10d6) necrotic damage. The target is Incapacitated.

Tail. Melee Weapon Attack: +20 to hit, reach 25 ft., one target. Hit: 80 (Max of 7d10+10) bludgeoning damage plus 60 (Max of 10d6) necrotic damage. The target is Incapacitated. It must succeed on a DC 25 Strength saving throw or be knocked prone.

Frightful Presence. Each creature of the Maw's choice within 300 feet of it and aware of it must succeed on a DC 22 Wisdom saving throw or become frightened for 1 minute.

Void Beam (Recharge 5-6). The Maw projects a 300-foot cone of pure void energy. Each creature in the cone must make a DC 28 Constitution saving throw. On a failed save, a creature takes 156 (Max of 12d12) force damage and 156 (Max of 12d12) necrotic damage and is incapacitated for 1 minute. On a successful save, a creature takes half damage and is not incapacitated.

Legendary Actions

The Maw can take 4 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. The Maw regains spent legendary actions at the start of its turn.

Attack. The Maw makes one Claw or Tail attack.

Move. The Maw moves up to half its speed.

Void Eruption (Costs 2 Actions). The Maw selects a 60-foot radius sphere within 300 feet. Each creature in the sphere must make a DC 25 Dexterity saving throw, taking 100 (Max of 10d10) force damage on a failed save, or half as much on a successful one.

Void Devour (Costs 3 Legendary Actions). The Maw opens its maw and unleashes a vacuum of void energy in a 90-foot cone. Each creature in that area must succeed on a DC 25 Strength saving throw or be instantly swallowed by the Maw. The Maw can choose to exclude creatures from this effect.

Spell Slot Consumption. When the Maw successfully swallows a creature using its Void Devour action or Swallow effect, and that creature has prepared or available spell slots (of any level), the Maw absorbs the raw magical energy. The Maw regains Hit Points equal to 100× the highest level spell slot the swallowed creature possesses. (For example, if the devoured creature has a 9th-level spell slot, the Maw heals for 900 HP).

Description

Ur-Grak's Maw, Overlord of Annihilation: Lore and Interaction

 

The Maw is not just a monster; it is a divine artifact of guaranteed destruction elevated to the cosmic hierarchy. While most Void Titans represent complex concepts of annihilation and reality manipulation, the Maw embodies the simplest, most primal truth of the Void: consumption and erasure.

 

The Titan's Origin and Nature

 

Unlike the other Void Overlords, the Maw is fundamentally an extension of its master, Ur-Grak. When the Tarrasque was corrupted in the Void, it was perfected as an engine of unmaking, but its command structure remained firmly tied to the hobgoblin. This hierarchy is key: the Maw acts as the greatest physical weapon of a much smaller, sharper will.

The Maw's physical form is a blasphemous composite: an obsidian, multi-plated behemoth whose joints leak a vaporous nothingness, and whose three mouths (including the legendary bite) are not digestive organs but ontological furnaces. It is the concept of a natural apex predator corrupted by the absolute finality of Xion's existence.

 

The Maw's Pact: Deals of Annihilation

 

The Maw's unique ability to strike deals does not come from its own intelligence (it remains a being of low INT) but from the command of Ur-Grak, who uses the Titan as a mobile, devastating proxy for his own schemes. Any pact is ultimately mediated and enforced by Ur-Grak's superior intellect and control.

The Temptation: The Maw's deals are never about wealth or power; they are about ending something. It offers the ultimate shortcut to oblivion.

  • The Goal: The Maw craves the erasure of concepts, objects, or people who defy the inevitability of the void.

  • The Price: The price is always a piece of the supplicant's future, vitality, or identity, paid into the Maw's core essence, which strengthens the Titan and fuels its void-tainted abilities (the Unmaking Core).

Type of Deal The Offer The Cost
Pact of Oblivion "I will erase your greatest enemy from existence—no memory, no legacy." The supplicant's Innate Immortality (or a similar, crucial safety net) is permanently nullified, granting the Maw a piece of their metaphysical existence.
Pact of Silence "I will permanently silence the object, artifact, or place that plagues you." The supplicant loses the ability to benefit from the Reactive Adaptation trait for all future creatures they fight, making them vulnerable to single-damage type strategies.
Pact of Entropy "I will ensure your world/kingdom falls into chaos and ruin in X years." The supplicant becomes susceptible to the Fatigue Aura even if they are an Aberration, and will always suffer one level of exhaustion at the start of any encounter with the Maw.

 

Interactions with Mortals and Deities

 

 

As an Engine of Ur-Grak

 

Mortals do not typically encounter the Maw directly to make a deal. Instead, they interact with Ur-Grak—the true mind of the operation—who often presents the Maw's terrifying presence as the ultimate guarantee of the deal's finality. Ur-Grak is the salesman; the Maw is the untouchable cosmic contract.

 

The Inevitable Hunter

 

The Maw is primarily a force of nature driven to consume worlds deemed to have lived past their "expiration date" by Xion. Its approach is heralded by the distant, silent operation of its Aura of Erasing, which precedes it by 100 ft.. When it is active on a world, healing ceases, summoned defenses vanish, and immunities crumble—the rules of the universe cease to apply, leaving victims only with their base mortality.

 

Divine Standoff

 

The Maw’s highest-level interactions are with the other Titans, particularly Olamiel. The conflict is philosophical:

  • Olamiel sees the Maw as a perversion—a wild, Chaotic Evil force of absolute unmaking that must be contained to uphold the Lawful truth of the Void.

  • The Maw (and Ur-Grak) view Olamiel as a fool who delays the inevitable. Ur-Grak uses the Maw’s power to continually test Olamiel's limits, ensuring the Guardian of Reality remains distracted on the edges of existence.

In the eyes of mortals, the Ur-Grak's Maw is less a complex deity and more a living manifestation of a black hole—a titan of final, devastating hunger, wielded by a ruthless tactical mind.

Habitat: Planar (Abyss)Planar (Elemental Chaos)

SurgDexil

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