Huge Fiend, Chaotic Evil
AC 27 natural armor    Initiative +30 (40)
HP 800 (70d20)
Speed 50 ft., Fly 120 ft.
Mod Save
STR 30 +10 +19
DEX 27 +8 +17
CON 30 +10 +19
Mod Save
INT 21 +5 +5
WIS 25 +7 +16
CHA 23 +6 +6
Resistances All
Immunities Acid, Cold, Fire, Lightning, Necrotic, Poison, Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks; Charmed, Exhaustion, Frightened, Grappled, Petrified, Poisoned, Unconscious
Senses Truesight 120 ft.; Passive Perception 17
Languages All, Telepathy 120 ft.
CR 30 (XP 155,000; PB +9)
Traits

Legendary Resistance (7/Day). If Anorak fails a Saving Throw, he can choose to succeed instead. 

Limited Magic Invulnerability. Anorak is immune to the effects of 6th Level spells or lower unless he wishes to be affected. He also gains Advantage on Saving Throws against all spells and other magical effects. 

Innate Spellcasting. Anorak can cast the following spells below (Spell Attack Bonus: +13. Spell Save DC: 27):

At-Will: Darkness, Disintegrate, Detect Magic, Banishment, Slow

3/Day Each: Power Word Kill, Time Stop, Reverse Gravity, Dominate Monster, Meteor Swarm

Origin of Dark Temptation (Recharges in the next Short or Long Rest) When Anorak is reduced to 0 HP, he is incarnated, resurrecting with full HP, as the Orb of Oblivion, transforming into a 15 ft. radius sphere that is 15 ft. tall and levitates 10 ft. off the ground. This sphere is a globe of black darkness, like swirling smoke condensed into a concentrated dark mass. Smoky tendrils lash out from this orb, like twisting tentacles made of black smoky wisps. While in this form, Anorak has immunity to all conditions, looses the Diamond Scale Carapace and Multiple Head traits, can only Shadow-Grasp Tentacle or Supreme Catastrophic Burst for actions, and gains access to Mythic Actions. 

Terrifying Prescence. All creatures that start or end their turn within 60 ft. of Anorak must succeed a DC 27 Wisdom Saving Throw or become Frightened for 3 turns. Anorak lands guaranteed Critical Hits against such affected creatures. 

Aura of Overwhelming Domination. At the start of his turn, Anorak can immediately choose one creature within 80 ft. That creature must succeed a DC 27 Wisdom Saving Throw or become Dominated by Anorak. Such affected creatures consider Anorak their master, directly following his orders and commands. When this creature takes damage, they can repeat the Saving Throw, freeing themselves on a success. 

Diamond-Scale Carapace. Anorak reduces all incoming damage by 30 and all Critical Hits made against him are considered a normal hit. 

Abyss-Forged Weaponry. Anorak's attacks are considered magical and deal an extra 31 Necrotic damage on a hit (included in the attack). A creature that is hit by such an attack have their Hit Point maximum reduced by 40 until their next Long Rest. 

Mind of Madness. Anorak cannot be affected by mentally-altering effects and all Psychic damage dealt to him will be reflected back to its source of origin. Furthermore, Anorak can Concentrate on up to 3 different spells at a time. 

Contagious Malice. When Anorak starts his turn, he can force up to 3 creatures of his choice within 60 ft. to make a DC 27 Wisdom Saving Throw. On a fail, the affected creature takes 22 Psychic damage and they receive one of the following Malicious Curses below as determined by a d4 roll (this curse ends after 3 turns):

1. Curse of Greed. Anorak chooses any Item of his choice. If the Cursed creature does not have that Item in their inventory, then they take 27 Psychic damage and that creature must sacrifice one other Item in their inventory.

2. Curse of Envy. The Cursed creature takes 26 Psychic damage at the start of their turn while within 60 ft. of another creature. Furthermore, they must copy the Action of the closest creature (Example: if the closest creature uses the Magic action, the Cursed creature must also take the Magic action on their turn).

3. Curse of Wrath. The Cursed creature cannot cast spells or maintain Concentration on their spells. Furthermore, they must damage a specific creature of Anorak's choice or take 34 Psychic damage at the end of their turn.

4. Reroll twice and fall under both effects. Ignore any 4's rolled. 

Multiple Heads. Anorak has four heads. Whenever he takes 200 or more damage in a single turn, one of his heads dies. When all four heads are slain in this way, Anorak dies and activates Origin of Dark Temptation (*See traits)

Highly Reactive. Anorak has one Reaction per turn and 3 Bonus Actions on his turn.

Regeneration. Anorak regains 30 Hit Points per turn if he has at least 1 Hit Point. 

Undying Resurrection. When Anorak dies, he is resurrected in 1d100 days, restoring himself to full vitality with all his Hit Points and abilities regained. 

 

Actions

Multiattack. Anorak makes six of the following attacks below in any combination of his choice followed by multiple Bites of Mortality (depending on the amount of heads Anorak has). He then can cast two spells from the options under the Innate Spellcasting section (*See traits) or uses Wings of Chaos (if available). If Anorak has activated Origin of Dark Temptation (*See traits), then he instead makes six attacks using Shadow-Grasp Tentacles, Dreadful Skull Bolt, or Supreme Catastrophic Burst in any combination of his choice and then casts three spells.

Blade of Elemental Calamity. Melee Attack Roll: +21 to hit, reach 15 ft., one target within range. Hit: 25 Slashing damage plus 31 Necrotic damage plus 18 Acid, Cold, Fire, Lightning, or Thunder damage (Anorak's choice). Depending on the damage type chosen, the afflicted creature receives one of the following conditions below if they fail a DC 27 Constitution Saving Throw:

Acid: The target's Armor Class is reduced by 10 and they receive Disadvantage on all Saving Throws for 1 turn.

Cold: The target receives the Paralyzed condition for 1 turn.

Fire: The target takes an extra 14 Fire damage and receives Vulnerability to Fire damage for 1 turn.

Lightning: The target receives the Stunned condition for 1 turn and they drop any metal-made items that they currently have equipped.

Thunder: The target receives the Deafened and Prone conditions for 1 turn.

Flail of Soul Breaking: Melee Attack Roll: +21 to hit, reach 20 ft., one target within range. Hit: 21 Bludgeoning damage plus 31 Necrotic damage. On a hit, the target's maximum Hit Points decreases by an amount equal to the damage taken. Hit or Miss: The target is knocked Prone. 

Hellbolt Longbow. Ranged Attack Roll: +21 to hit, range 120/300 ft., one target within range. Hit: 27 Piercing damage, 25 Fire damage, and 31 Necrotic damage. Hit or Miss: All creatures within 60 ft. of the target must succeed a DC 27 Dexterity Saving Throw or take 35 Fire damage plus 35 Force damage. Creatures take half damage on a save.

Axe of the Dead. Melee or Ranged Attack Roll: +21 to hit, reach 15 ft. or range 60/120 ft., up to 3 targets within range. Hit: 32 Slashing damage plus 31 Necrotic damage. If the target's current Hit Points are below half of its maximum Hit Point total, then they must succeed a DC 27 Constitution Saving Throw or die. If this attack reduces a creature to 0 HP, then that creature is resurrected as a Zombie under Anorak's control.

Bite of Mortality. Melee Attack Roll: +21 to hit, reach 5 ft., one target within range. Hit: 41 Piercing damage plus plus 31 Necrotic damage and the target must succeed a DC 27 Constitution Saving Throw or die after the span of 1d10 days. 

Forked Tail. Melee Attack Roll: +21 to hit, reach 20 ft., one target within range. Hit: 32 Piercing damage plus 31 Necrotic damage. On a hit, the target is Vulnerable to all damage until the end of Anorak's next turn.

Wings of Chaos (Recharge 5-6). DC 27 Strength Saving Throw: All creatures in a 150 ft. cone originating from Anorak. Fail: Creatures take 45 Force damage plus 45 Fire damage, are pushed 15 ft. back, and receive the Prone, Frightened, and Deafened conditions. Success: Half damage only.

Shadow-Grasp Tentacle (Mythic Phase Only). Melee Attack Roll: +22 to hit, reach 30 ft., one target within range. Hit: 62 Necrotic damage and the target is Grappled (escape DC 27), receiving the Restrained condition in the process and taking 23 Necrotic damage at the start of each turn while Grappled. Anorak can Grapple an unlimited amount of creatures in this way.

Dreadful Skull Bolt (Mythic Phase Only). Ranged Attack Roll: +22 to hit, range 300 ft., one target within range. Hit: 29 Psychic damage plus 31 Necrotic damage and the target receives the Frightened condition for 3 turns. Hit or Miss: The Dreadful Skull Bolt leaps to another target within 60 ft. of the original target, making a separate attack roll for that creature and causing the same effects as described above. A Dreadful Skull Bolt can leap up to a maximum of 3 targets in this way before dissapearing.

Supreme Catastrophic Burst (Mythic Phase Only). DC 27 Dexterity Saving Throw: All creatures within an 150 ft. cone originating from Anorak. Fail: 72 Force damage. Success: Half damage only.

Bonus Actions

Summon Demonic Servants (3/Day). Anorak summons a certain amount of Demons with a combined total of 800 Hit Points. These Demons must obey Anorak's commands and orders unquestioningly. 

Planar Step. Anorak teleports to any unoccupied space within 120 ft. All creatures within 30 ft. of his impact zone must succeed a DC 27 Dexterity Saving Throw or take 23 Psychic damage and be transported to a random Plane of Existence determined by the Dungeon Master. 

 

Reactions

Whispers of Eldritch Incantation. Anorak whispers dreadful words in a terrible speech, mimicking the voices of tormented souls. When a creature within 80 ft. casts a spell, they must succeed a DC 27 Intelligence Saving Throw or take 32 Psychic damage and suffer one of the conditions below determined by a d6 roll:

1. Deafened

2. Frightened

3. Incapacitated

4. Stunned

5. Paralyzed

6. Reroll twice and fall under both conditions. Ignore any 6's rolled.

Fell Rebuke. When Anorak takes damage, he utters a curse in vile speech, targeting the attacker. That creature takes 21 Necrotic damage and is Cursed until their next Long Rest. While Cursed, that creature takes 19 Necrotic damage per turn, their Hit Point maximum decreases by an amount equal to the damage taken, and they cannot regain Hit Points. 

Legendary Actions

Anorak has 5 Legendary Actions, which he can use at the end of another creature's turn, choosing one of the options below. He regains all spent Legendary Actions at the start of his turn.

Strike of Catastrophe. Anorak moves up to his speed and makes three Attacks of his choice. 

Planar Banishment (Costs 2 Actions). One creature that Anorak can see within 80 ft. must succeed a DC 27 Charisma Saving Throw or take 25 Psychic damage and be transported to a random Plane of Existence chosen by the DM. That creature cannot leave that Plane of Existence through magical means until 1d100 days have passed. 

Draining Corruption. One creature that Anorak can see within 80 ft. must succeed a DC 27 Constitution Saving Throw or take 20 Necrotic damage while having their Hit Point maximum decreased by an amount equal to the damage taken. Anorak regains Hit Points equal to twice the damage dealt. 

Conjure Demons (Costs 3 Actions) Anorak summons up to 5 Demons with a combined Hit Point total of 500. These Demons are directly controlled by Anorak. 

Mythic Actions

If Origin of Dark Temptation has been activated, Anorak can use the following abilities below as Legendary Actions. 

Ceaseless Hunger (Costs 2 Actions). Anorak makes a Shadow-Grasp Tentacle attack. Afterwards, all creatures Grappled by him must succeed a DC 27 Strength Saving Throw or be pulled into his Orb of Oblivion form, dying instantly. 

Scream of Doom. Anorak unleashes a terrifying scream, sounding the voices of a thousand tormented souls. Each creature within 300 ft. must succeed a DC 27 Intelligence Saving Throw or take 34 Psychic damage per turn for 3 rounds. When these 3 rounds pass, the affected creature must succeed another DC 27 Intelligence Saving Throw or be reduced to 0 HP. 

Pain of Otherworldly Agony (Costs 3 Actions). Anorak inflicts terrible pain to his victims, so unbearable that they consider the prospect of death. One creature within 80 ft. of Anorak takes 62 Force damage and receives the Paralyzed condition. The affected creature can choose to take 29 Force damage on their turn to remove the Paralyzed condition. 

Song of the Abyss. Anorak chants the chorus of Demonkind in the otherworldly voices of the Abyss. All creatures within 300 ft. of him must succeed a DC 27 Charisma Saving Throw or take 35 Psychic damage and be transported to a random layer of the Abyss determined by the DM. Afterwards, Anorak replenishes a use of his Summon Demonic Servants (*See Bonus Actions). 

 

Habitat: Planar (Abyss)

DaftWullie1

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