Huge Aberration (High-Elf), Unaligned
Armor Class 22 Natural Armor
Hit Points 475 (40d12 + 175)
Speed 40 ft.
STR
22 (+6)
DEX
5 (-3)
CON
30 (+10)
INT
30 (+10)
WIS
18 (+4)
CHA
17 (+3)
Saving Throws CON +19, WIS +13
Skills Arcana +19, Athletics +15, History +19, Insight +13
Damage Vulnerabilities Force, Thunder
Damage Resistances Psychic
Damage Immunities Cold, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Frightened, Poisoned, Prone, Restrained
Senses Darkvision 200 ft., Tremorsense 100 ft. (only when Entrenching Tentacles is active), Truesight 150 ft., Passive Perception 20
Languages All
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

Entrenching Tentacles. When Altellax uses Spawn Tentacle and the Spawned Tentacle(s) are still active; Altellax's movement speed becomes 0, but he cannot forcefully moved. Gains Tremorsense (100 ft.).

Eyes of the Void. Altellax has Darkvision (200 ft.) and Truesight (150 ft.).

Grappling Tendrils. Altellax can Grapple up to five creatures at a time.

Legendary Resistance (5/days). If Altellax fails a saving throw, it can choose to succeed instead.

Return to the Void. When Altellax's Hit Points becomes 0; he is shifted into the plane of the Void, and remain there for 100 (10d10 +10) days as he regenerates his body.

Spellcasting. Altellax is a 20-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 23, +16 to hit with spell attacks). Altellac has following Wizard spells prepared:

  • Cantrips (at will): Blade Ward, Firebolt, Frostbite, Mending, Message, Mind Sliver, Sapping Sting, Shocking Grasp, Thunderclap
  • 1st level (4 slots): Absorb Elements, Detect Magic, Ray of Sickness, Shield, Thunderwave
  • 2nd level (4 slots): Aganazzar's Scorcher, Arcane Lock, Blindness/Deafness, Detect Thoughts, Dragon's Breath, Gust of Wind, Hold Person, Mind Spike,  Ray of Enfeeblement, Spider Climb, Suggestion, Vortex Warp
  • 3rd level (4 slots): Bestow Curse, Counterspell, Dispel Magic, Fear, Fly, Glyph of Warding, Haste, Lightning Bolt, Pulse Wave, Remove Curse, Sending, Vampiric Touch
  • 4th level (3 slots): Banishment, Dimension Door, Fabricate, Fire Shield, Gravity Sinkhole, Ice Storm, Locate Creature
  • 5th level (3 slots): Cone of Cold, Control Winds, Dominate Person, Hold Monster, Modify Memory, Negative Energy Flood, Planar Binding, Scrying, Telekinesis, Wall of Force
  • 6th level (3 slots): Chain Lightning, Disintegrate, Eyebite, Mental Prison, Soul Cage
  • 7th level (2 slots): Crown of Stars, Delayed Blast Fireball, Dream of the Blue Veil, Finger of Death, Plane Shift, Teleport
  • 8th level (2 slots): Dark Star, Dominate Monster, Feeblemind, Maze
  • 9th level (1 slots): Gate, Imprisonment, Psychic Scream, Ravenous Void, Time Stop

Void Absorption. Whenever Altellax takes Void Damage, Altellax regains Hit Points instead.  

Void Leak. Void Leak can be placed four times on the same creature at a time. If a creature is afflicted with Void Leak, whenever they're hit by Altellax's or Spawned Tentacle's attacks, spells, or any abilities that doesn't place Void Leak on the creature. Deal an additional d10 +5 Void Damage pre Void Leak on the creature. After damage is dealt; in a 10 ft. sphere with the afflicted creature as the center. All creature(s) in the affected area must make DC 22 Dexterity Saving throw, on success half the damage. On failed the creature(s) take same amount of Void damage as the afflicted creature. Then remove Void Leak from the afflicted creature. Void Leak is removed when Altellax is incapacitated, killed, or is no longer in the same plane as the afflicted creature(s).

Void Overwhelming (Mythic Trait: Recharges after a Short Rest of Long Rest). After drawing too much power from the Void, Altellax's body is overwhelmed and large dark eyeballs start to erupt through his body. Four eyeballs rip through his chest, and two eyeballs rip through his abdomen. When Altellax gain 200 hit points from the effect of Void Absorption, he can use a Reaction to activate this trait. This trait becomes inactive when Altellax is incapacitated. 

Actions

Multi Attack. Make four attacks with Tentacle or Void Staff. Or two Void Bolt

Tentacle. Melee Weapon Attack: +11 to hit, reach 15 ft., 1 target. Hit: 16 (2d10 + 6) Bludgeoning damage. After dealing damage, the creature must make a DC 22 Strength Saving throw, on fail the creature is pushed back by 10 ft. Or the creature makes a DC 20 Dexterity Saving throw, on fail the creature is then Grappled and then pulled to be within 5 ft. of Altellax. A creature(s) Grappled can repeat the saving throw at the start of their turn.

Spawn Tentacle. Summon a Spawned Tentacle that is within 30 ft. of Altellax. The Spawned Tentacle(s) do not have their own turn in the turn order. The Spawned Tentacle takes up that space equal to it's size (Medium). If the Spawned Tentacle is summon on the same space as another medium, small, or tiny creature. That must make a DC 22 Dexterity Saving throw, on success the creature moves 5 ft. away from the place they were. On fail the creature is now Grappled by the Spawned Tentacle. Altellax can only have four Spawned Tentacle out at a time. Can use a Bonus Action to dismiss as many Spawned Tentacle. If Altellax teleports or shifts to another plane, all Spawn Tentacle(s) are immediately dismissed. If a total of eight Spawned Tentacle are dismiss or killed, Altellax cannot use this Action/Legendary Action anymore until Altellax finishes a short rest. (Look at Altellax's Spawned Tentacle for stats).

Void Staff. Melee Weapon Attack: +11 to hit, reach 5 ft., 1 target. Hit: 12 (2d8 +6) Bludgeoning damage and 15 (1d8 +10) Cold Damage. After dealing damage, the creature must make a DC 22 Constitution Saving throw. On fail the creature is afflicted with Void Leak.

Void Bolt. Ranged Spell Attack: +16 to hit, range 100 ft., 1 target. Hit: 15 (1d8 +10) Cold Damage. After dealing damage, the creature must make a DC 22 Constitution Saving throw. On fail the creature is afflicted with Void Leak.

Void Ray (Recharge 4-6). 100 ft. line; All creatures in the affected area must make a DC 22 Dexterity Saving throw; on success, half damage. Deal 50 (10d8 +10) Cold Damage. After the creature(s) take damage they must make a DC 22 Constitution Saving throw, on fail the creature(s) gets 2 Void Leaks on them. Creature's Void Leak can not go over the maximum amount.

Void Wave (Recharge 5-6). 15 ft. sphere with Altellax and all Spawned Tentacle(s) as the center; All creatures in the affected area must make a DC 22 Dexterity Saving throw; on success, half damage. Deal 80 (12d8 +10) Cold Damage. After the creature(s) take damage they must make a DC 22 Constitution Saving throw, on fail the creature(s) gets 3 Void Leaks on them. Creature's Void Leak can not go over the maximum amount.

Bonus Actions

Command the Spawn Tentacles. Can only use this Bonus Action if Altellax have at least one Spawned Tentacle active; have all Spawned Tentacle(s) make one action, or use their bonus action.

Rearrange Tentacle. Can only use this Bonus Action if Altellax have at least one Spawned Tentacle active; Altellax can choice one Spawned Tentacle and move it to another location as long as it within Spawn Tentacle range. If the Spawned Tentacle is summon on the same space as another medium, small, or tiny creature. That must make a DC 22 Dexterity Saving throw, on success the creature moves 5 ft. away from the place they were. On fail the creature is now Grappled by the Spawned Tentacle. Altellax cannot choice a Spawned Tentacle that was summoned that round.

Reactions

Void Retaliation. When a melee weapon attack is made against Atellax, use a Reaction to make the melee weapon attack miss. Then make one Void Staff attack towards the creature that made the melee weapon attack, if the creature is within the range of Void Staff. If the creature fail their saving throw for this attack, they're also Stunned; they can repeat the saving throw at the end of their turn. The creature is no longer Stunned at the start of Atellax's turn.

Void Reflection. When a ranged spell attack is made against Altellax, use a Reaction to make the ranged spell attack miss. Then make one Void Bolt towards to the creature that made the ranged spell attack, If the creature is within range of Void Bolt. The damage is increased by 1d4 on this attack equal to the attacker's spellcasting level. 5th level (2d4), 11th level (3d4), 17th level (4d4)

Legendary Actions

Altellax can take 5 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. Altellax regains spent legendary actions at the start of its turn.

Cast Cantrip (Costs 1 Action). Cast one Cantrip.

Tentacle Spawn (Costs 1 Action). Use Spawn Tentacle.

Cast Lesser Leveled Spell (Costs 2 Actions). Cast one spell between 1st and 3th level. The spell chosen cannot be casted at a higher level.

Crushing Grip (Costs 2 Actions). If Altellax has a creature(s) Grappled, to deal 16 (2d10+6) Bludgeoning to the Grappled creature(s)

Cast Leveled Spell (Costs 3 Actions). Cast one spell between 4th and 6th level. The spell chosen cannot be casted at a higher level.

Command Tentacle (Costs 3 Actions). Use Command the Spawn Tentacles or Rearrange Tentacle.

 

Mythic Actions

If Altellax's mythic trait is active, he can use the options below as a legendary actions.

Tentacle Eruption (Costs 4 Actions). All creature(s) within 20 ft. of a Spawn Tentacle(s) must make a DC 22 Dexterity Saving throw, on success half the damage (If a creature is Grappled by a Spawn Tentacle, their roll with disadvantage). Deal Force Damage equal to the that Spawn Tentacle's current hit points. Then dismiss all Spawn Tentacle(s).

Cast Greater Level Spell (Costs 4 Actions). Cast one spell between 7th and 9th level. the spell chosen cannot be casted at a higher level.

 Void Weave (Costs 5 Actions/ Recharge 6). Altellax absorb the void back into himself to empower himself. Within 150 ft. of Altellax remove all Void Leak, then he will regain Spell Slots depending on how many Void Leak was removed. A removed Void Leak is 1 Spell Slot, and so forth. (Example: 3 Void Leaks = (1) 3rd level spell, or (3) 1st level spells.) Spell Slots gains cannot go over Altellax's maximum of Spell Slots in that spell level.

Description

Altellax was once an almighty high elven wizard who served vigilantly for his kingdom. As war grew endlessly he seek an answer to bring forth peace or supremacy of his lords. Altellax looked towards the stars and pursue the power and the knowledge of the Outer planes. After years of looking, he finally reach the edges of the Outer planes and find the Void. He foolish try to tame the Void and use it's power for himself only for it to corrupt him. The Void fused with him and horribly mutate his body granting him near immortality and powers of the Void. Abandoning everything he sought to serve and protect, Altellax is but a vassel of the Void.

No one know which Elven era nor the kingdom Altellax served in, either that kingdom's legacy is wiped from history or the kingdom is so ancient that they were merely forgotten. But in the present he is a global threat. He has return to siphon magic from the material plane for his own purpose.

Altellax's appearance is that of a dark gray skinned elvish man, but he has two set of pitch black eyes, tentacles replacing his hair and spouting out of his shoulders, and his lower body are absent of legs and replaced with large and long tentacles. 

Lair and Lair Actions

Altellax has made his place in the Void. A floating living citadel where the walls, floors, and roof are made of Altellax's endlessly twisting and expanding tentacles. When Altellax is inside his citadel the citadel becomes reactive. The citadel's layout is reminiscence of an ancient elven castle probably Altellax's last memory of his past life before the maddening of the Void slipped into his mind. Explaining why the citadel is where Altellax's mortality is bound to it, killing Altellax here will end him for forever.

Lair Actions

On initiative count 20 (losing initiative ties), Altellax takes a lair action to cause one of the following effects; Altellax can’t use the same effect two rounds in a row:

  • Impaling Tentacle. Melee Weapon Attack: +11 to hit, reach 30 ft., 1 target. Hit: 16 (2d10 + 6) Piercing damage. The creature makes a DC 22 Dexterity Saving throw, on fail the creature is now Prone.
  • Shift the Citadel. All opposing creatures who are standing on the ground must make a DC 22 Strength Saving throw, on fail the creature(s) are forcefully moved up to 20 ft. in one direction along the ground that Altellax choices.
  • Swarm of Tentacle Spawn. Summon a Swarm of Spawned Tentacle anywhere within the Citadel. The Swarm of Spawned Tentacle(s) do not have their own turn in the turn order. The Swarm of Spawned Tentacle takes up that space equal to it's size (Large). If the Swarm of Spawned Tentacle is summon on the same space as another medium, small, or tiny creature(s). That must make a DC 20 Dexterity Saving throw, on success the creature moves 5 ft. away from the place they were. On fail the creature is now Grappled by the Swarm of Spawned Tentacle. Altellax can only have two Swarm of Spawned Tentacle out at a time. Can use a Bonus Action to dismiss as many Swarm of Spawned Tentacle. If Altellax shifts to another plane or teleports outside of the Citadel, all Swarm of Spawn Tentacle(s) are immediately dismissed. If a total of four Swarm of Spawned Tentacle are dismiss or killed, Altellax cannot use this Action/Legendary Action anymore until Altellax finishes a short rest. Swarm of Tentacle Spawn can be affected by Command the Spawn Tentacle and Tentacle Eurption. (Look at Altellax's Swarm of Spawned Tentacle for stats). 

Regional Effects

The region contained in Altellax’s lair is cold, and evermoving, which creates one or more of the following effects:

  • Altellax is now considered a Gargantuan creature.
  • Altellax is aware where all creatures inside his lair is at, unless they're in another plane.
  • Altellax can use Spawn Tentacle or Swarm of Tentacle Spawn anywhere in the citadel.
  • Moving on the ground is considered difficult terrain.
  • No one can teleport outside of Altellax's lair until his hit points are lower than half his maximum hit points.

All regional effect are remove as soon has Altellax is dead.

Previous Versions

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12/9/2025 10:44:21 PM
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Monster Tags: abberation

Wamduke

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