Amphibious. Abyss can breathe air and water.
Freedom of Movement. Abyss ignores difficult terrain, and magical effects can't reduce its speed or cause it to be restrained. It can spend 5 feet of movement to escape from nonmagical restraints or being grappled.
Siege Monster. Abyss deals double damage to objects and structures.
Multiattack. Abyss makes three abyssal appendage attacks, each of which it can replace with one use of Fling or Void Maw.
Void Maw. Melee Weapon Attack: +17 to hit, reach 5 ft., one target. Hit: 23 (3d8 + 10) necrotic damage. If the target is a Large or smaller creature grappled by Abyss, that creature is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside Abyss, and it takes 42 (12d6) psychic damage at the start of each of Abyss's turns. If Abyss takes 50 damage or more on a single turn from a creature inside it, Abyss 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 of Abyss. If Abyss dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 15 feet of movement, exiting prone.
Abyssal Appendage. Melee Weapon Attack: +17 to hit, reach 30 ft., one target. Hit: 20 (3d6 + 10) bludgeoning damage, and the target is grappled (escape DC 18). Until this grapple ends, the target is restrained. Abyss has ten appendages, each of which can grapple one target.
Fling. One Large or smaller object held or creature grappled by Abyss is thrown up to 60 feet in a random direction and knocked prone. If a thrown target strikes a solid surface, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 18 Dexterity saving throw or take the same damage and be knocked prone.
Sanity Blast. Abyss magically creates three bolts of psychic energy, each of which can strike a target Abyss can see within 120 feet of it. A target must make a DC 23 Wisdom saving throw, taking 22 (4d10) psychic damage on a failed save, or half as much damage on a successful one.
Abyss can take 3 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. Abyss regains spent legendary actions at the start of its turn.
Abyssal Appendage Attack or Fling (Costs 1 Action). Abyss makes one abyssal appendage attack or uses its Fling.
Sanity Blast (Costs 2 Actions). Abyss uses Sanity Blast.
Void Plume (Costs 3 Actions). While within its dark domain, Abyss expels a plume of shimmering void energy in a 60-foot radius. The cloud spreads around corners, and that area is heavily obscured to creatures other than Abyss. Each creature other than Abyss that ends its turn there must succeed on a DC 23 Wisdom saving throw, taking 16 (3d10) psychic damage on a failed save, or half as much damage on a successful one. A strong current or bright light disperses the plume, which otherwise disappears at the end of Abyss's next turn.
Lair and Lair Actions
Abyssal Domain
Abyss lives in a Dark Domain, usually a sunken rift or a massive cavern located in the deepest, lightless trenches of the ocean. The lair is filled with the psychic detritus of swallowed victims, bizarre eldritch architecture, and shimmering, unsettling artifacts that defy known geometry.
Lair Actions
On initiative count 20 (losing initiative ties), Abyss takes a lair action to cause one of the following magical effects:
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A gravitational collapse momentarily distorts space near Abyss. Each creature within 60 feet of Abyss must succeed on a DC 23 Strength saving throw or be pulled up to 60 feet closer to Abyss. On a success, the creature is pulled 10 feet closer to Abyss.
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Creatures within 60 feet of Abyss feel their minds briefly exposed to the void. These creatures have vulnerability to psychic damage until initiative count 20 on the next round.
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The area within 120 feet of Abyss is subject to a wave of mental static. All creatures within 120 feet of Abyss must succeed on a DC 23 Wisdom saving throw, taking 10 (3d6) psychic damage on a failed save, or half as much damage on a successful one.
Regional Effects
The region containing Abyss’s Dark Domain is corrupted by the creature’s blasphemous presence, creating the following magical effects:
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Abyss can magically alter the light conditions and gravity at will in a 6-mile radius centered on its lair. The effect is similar to the control weather spell, but controls light level (down to total darkness) and the local gravitational pull within the water instead of precipitation and temperature.
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Distorted aberrations coalesce within 6 miles of the lair. These monsters can’t leave the water and have Intelligence and Charisma scores of 1 (−5). These aberrations are perpetually disoriented and aggressive.
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Aquatic creatures within 6 miles of the lair that have an Intelligence score of 2 or lower are charmed by Abyss and are violently aggressive toward intruders in the area. These creatures appear sickly and bear unsettling growths or mutations
When Abyss dies, all of these regional effects fade immediately.







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