Large Aberration, Neutral Evil
AC 19    Initiative +14 (24)
HP 507 (35d10 + 315)
Speed 80 ft., Climb 40 ft., Swim 40 ft.
Mod Save
STR 23 +6 +6
DEX 22 +6 +6
CON 28 +9 +17
Mod Save
INT 26 +8 +8
WIS 22 +6 +6
CHA 30 +10 +10
Skills Acrobatics +14, Arcana +16, History +16, Nature +16, Perception +14, Religion +16
Resistances Bludgeoning, Piercing, Slashing
Immunities Lightning; Blinded, Deafened
Senses Blindsight 120 ft.; Passive Perception 24
Languages Telepathy 120 ft. , understands all languages but cannot speak
CR 27 (XP 105,000; PB +8)
Traits

Eldritch Hunger. When the uvuudaum is reduced to 0 Hit Points by any damage other than Cold, Fire, or Radiant damage, it doesn’t die or fall Unconscious, and can continue moving and taking actions as usual. The uvuudaum only dies if it ends its turn with 0 Hit Points, if Cold, Fire, or Radiant damage reduces it to 0 Hit Points, or if it takes Cold, Fire, or Radiant damage while it has 0 Hit Points. If destroyed, the uvuudaum gains a new body instantly, reviving with all its Hit Points in the Far Realm.

Magic Resistance. The uvuudaum has Advantage on saving throws against spells and other magical effects.

Actions

Multiattack. The uvuudaum makes one Spike Gore attack, or two Spike Gore attacks if it has used Hasten on this turn.

Spike Gore. Melee Attack Roll: +18, reach 10 ft. Hit: 20 (4d6 + 6) Piercing damage plus 21 (6d6) Lightning damage, and the target has Disadvantage on d20 Tests using Wisdom until the start of the uvuudaum's next turn. The uvuudaum regains Hit Points equal to the Lightning damage dealt.

Cone of Cold (Recharge 5-6). The uvuudaum uses Spellcasting to cast Cone of Cold.

Spellcasting. The uvuudaum casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 26):

At Will: Confusion, Invisibility, Shapechange (Beast or Humanoid form only, no Temporary Hit Points gained from the spell, and no Concentration or Temporary Hit Points required to maintain the spell)

3/Day Each: Dispel Magic (level 6 version), Web

1/Day Each: Disintegrate, Time Stop, Plane Shift (self only)

Bonus Actions

Hasten (Recharge 5–6). The uvuudaum takes the Dash and Disengage actions.

Reactions

Defensive Magic (3/Day). The uvuudaum uses Spellcasting to cast Shield, and if it causes the triggering attack to miss, it teleports up to 60 feet.

Legendary Actions

Legendary Action Uses: 3. Immediately after another creature's turn, the uvuudaum can expend a use to take one of the following actions. The uvuudaum regains all expended uses at the start of each its turns.

Confusing Aura. The uvuudaum uses Spellcasting to cast Confusion. The uvuudaum can’t take this action again until the start of its next turn.

Magical Barrage. The uvuudaum creates four spears of magical Force. Each spear hits a creature of the uvuudaum’s choice it can see within 120 feet of it, dealing 12 (1d4 + 10) Force damage to its target, then disappears. The uvuudaum can’t take this action again until the start of its next turn.

Rush. The uvuudaum moves up to half its Speed, and it makes one Head Gore attack.

Description

Hailing from beyond the Material Plane and far from even the Outer Planes, the uvuudaum are denizens of the Far Realm. Like their home plane, uvuudaum are madness incarnate, sporting six humanoid arms as legs, two more arms on their trunk to manipulate items, and an eyeless, mouthless head shaped like an iron nail. Yet, somehow, the uvuudaum not only communicate using psionic power, but also see, smell, and hear perfectly without needing sensory organs. These bizarre beings rarely enter the Material Plane, but when they do, it is never a pleasant experience for the mortal souls that encounter them.

TheBooksDoctor

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