| Mod | Save | ||
|---|---|---|---|
| STR | 30 | +10 | +144 |
| DEX | 30 | +10 | +144 |
| CON | 30 | +10 | +144 |
| Mod | Save | ||
|---|---|---|---|
| INT | 30 | +10 | +144 |
| WIS | 30 | +10 | +144 |
| CHA | 30 | +10 | +144 |
Legendary Resistance. If it fails a saving throw, it can choose to succeed instead.
Commanding Presence. Any undeads or fiends within its sight must obey it.
False AC. Its actual AC is 52
Earthquake Inducer. Whenever it moves, all creatures that are huge or smaller within 350 ft of it, are effected if they were hit with two Earthquake spells.
Energy Absorption. If it takes any Corruption, Withering, Ion, Wyveric, Plasma, Force, Necrotic, Cold, or Lightning damage, it instead heals by the amount.
Magical Resistance. All magic attacks against it have Disadvantage, and it has Advantage on saving throws against magic.
Undying Body. If the Eldritch Khu'Vuk dies, it revives in its lair with full ho within 1d4 - 2 days.
Striker. Ignores Resistance and Immunity.
Quick Attacker. Makes four Actions per turn.
end. +72 to hit. 125 ft range. 1 target. Hit: 296 (32d12 + 100) Slashing + 320 (40d12 + 100) Plasma damage + Knocked prone if Gargantuan or smaller.
Bite. +72 to hit. 60 ft range. 1 target. Hit: 320 (40d12 + 100) Piercing + 296 (31d12 + 100) Plasma damage.
Energy Breath.(Recharge 5-6) All targets within a 500-foot-long, 80-foot-wide line must make a DC 62 DEX save. On a fail save, they take 1200 (70d20 + 500) Plasma damage.
Weakening Breath.(Recharge 7-8) All targets within a 500-foot-cone must make a DC 62 CON save. On a fail save, for the next 20d12 days, they must subtract 10d12 from any d20 rolls. On a success, they must subtract 10d4 from and d20 they roll for 20d12 days.
Lightning Strike. +72 to hit. 525 ft range. 22 targets. Hit: 300 (60d10) Lightning damage.
Gaze of a Thousands Souls. The Arch Eldritch Khu'Vuk peers 3d12 years into the future.
Eye of the Unheard. All targets that can see it must make a DC 62 WIS save. On a fail save, they take 530 (10d6 + 500) Psychic damage. On a successful save, they take half damage.
34 legendary actions per round.
Rend.(1 use) The dragon makes a Rend attack.
Energy Discharge.(3 uses) All targets within 750 feet of the dragon must make a DC 62 CON save. On a fail save, they take 260 (52d10) Lightning + 336 (56d12) Plasma damage. On a successful save, they take half damage.
Hyper Blast.(5 uses) All targets within a 800-foot-long, 25-foot-wide line must make a DC 62 DEX save. On a fail save, they take 1800 (180d20) Plasma damage and are knocked Prone.
Dark Vortex.(4 uses) The Khu'Vuk casts a Dark Fountain within 5050 ft of itself. All targets within 120 feet of the fountain have to keep making DC 62 DEX saves while within its radius. On a fail save, they take 800 (80d20) Necrotic damage and have the Blindness condition for 5d20 turns (stacks). On a successful save, they take half damage.
Immolation of Organs.(8 uses) A target within 1000 ft of the Arch Eldritch Khu'Vuk must make a DC 74 CON save. On a fail save, they perma-die and their organs boil. On a successful save, they only drop to 0 ho.
22 Mythic actions per round and only if below 50% health.
Energy Super Beam.(3 uses). All targets within a 750-foot-long, 25-foot-wide line must make a DC 74 DEX save. On a fail save, they take 2400 (240d20) Plasma damage. And half on a successful save.
Energy Super Storm.(6 uses/once) The Khu'Vuk unleashes a cataclysmic level cyclone of ultimate destruction all targets within 125 miles of the Khu'Vuk has to keep making DC 105 DEX saves for 4d4 days. On a fail save, they take 1200 (200d12) Lightning damage that also disintegrates all equipment including Artifacts. On a successful save, they take half damage.
End of Time.(12 uses/once) All targets within 500 miles of the Khu'Vuk must make a DC 65 CON save. On a fail save, they take 2000 (40d100) Necrotic damage and they are trapped in time for 16d20 months. On a successful save, they take half damage and are trapped in time for 4d12 weeks.
Cataclysmic Nova.(22 uses/once/below 25%) All creatures on the same plane of existence as it, must make a DC 105 CON save. On a fail save, they take 4800 (800d12) Withering damage. On a successful save, they are teleported to a different plane of existence.
Description
Arch Eldritch Khu'Vuks are some of the oldest dragons in existence, their powers rivals that of literal gods a deities. Most of them are trapped in the Abyss waiting until they escape and lay ruin to the Material plane, if this was ever to happen, almost all life on the Material plane would be wiped out. These Eldritch Machines of ultimate destruction stands as tall as the tallest mountains in the Astral Planes. With them they bring storms of unimaginable destruction.
Lair and Lair Actions
Arch Eldritch Khu'Vuks make their homes in the depths of the Abyssal Chasms.
Lair Actions
On initiative count, the Arch Eldritch Khu'Vuk takes a lair action to cause one of the following effects; the Arch Eldritch Khu'Vuk can’t use the same effect two rounds in a row:
- Jagged Thorn. +72 to hit. 300-foot-cube. Hit: 360 (60d12) Piercing damage.
- Energy Heal. The Arch Eldritch Khu'Vuk, and up to 350 of its allies regains 284 (64d12) hit points.
Regional Effects
The region containing a legendary Arch Eldritch Khu'Vuk’s lair is warped by its presence, which creates one or more of the following effects:
- Energy Manipulation. All spells or effects that would deal Lightning or Thunder damage by a creature that isn't the Khu'Vuk, or its allies, doesn't work.
- Vast Fog. All bright light within 100 mile of the lair is Dim light, and Dim light is darkness. All creatures have advantage on stealth checks within 1 mile of the lair, and have disadvantage on Perception checks.
- Ruins of Death. All creatures within 8 miles of the lair that isn't an ally of the Khu'Vuk, cannot regain Hit Points.
- Slowed Time. All creatures that aren't Evil or the Khu'Vuks allies have their speed and actions reduced by two, they also have disadvantage on DEX checks and saves.
- Cataclysmic Storm. All enemies of the Khu'Vuk within 15 miles of the lair have a 1% chance each minute to be stricken by lightning dealing 100 (20d10) Lightning damage.
If the Arch Eldritch Khu'Vuk dies, these effects fade over the course of 16d12 centuries.
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