| Mod | Save | ||
|---|---|---|---|
| STR | 28 | +9 | +36 |
| DEX | 12 | +1 | +1 |
| CON | 30 | +10 | +38 |
| Mod | Save | ||
|---|---|---|---|
| INT | 22 | +6 | +6 |
| WIS | 20 | +5 | +28 |
| CHA | 28 | +9 | +36 |
The Taker’s Wrath (Recharges after a Short or Long Rest). If the aspect would be reduced to 0 hit points, his current hit point total instead resets to 550 hit points, he recharges his Greedpersonified Breath, and he regains any expended uses of Legendary Resistance. Additionally, the aspect can now use the options in the "Mythic Actions" section for 1 hour. Award a party an additional 155,000 XP (310,000 XP total) for defeating the aspect of Task after his Taker’s Wrath activates.
Indistinguishable Hide. The aspect's massive body is so thickly encrusted, welded, and studded with stolen magic items, coins, and raw gemstones from snout to tail that the true color of his underlying scales is impossible to determine. Attacks made against the aspect cannot benefit from Advantage unless the attacker is attuned to an item currently embedded in the aspect's hide.
Legendary Resistance (5/Day). If the aspect fails a saving throw, he can choose to succeed instead.
Multiattack. The aspect makes one Bite attack, one Claw attack, and one Tail attack.
Bite. Melee Weapon Attack: +18 to hit, reach 20 ft., one target. Hit: 22 (2d12 + 9) piercing damage plus 26 (4d12) force damage. If the target is holding a magic item or weapon, they must succeed on a DC 26 Strength saving throw or the item is wrenched from their grip and swallowed by the aspect, temporarily suppressing its magical properties.
Claw. Melee Weapon Attack: +18 to hit, reach 15 ft., one target. Hit: 20 (2d10 + 9) slashing damage. If the target is wearing armor, the aspect shears away a piece of its material components, permanently reducing the target's AC by 1 until the armor is repaired during a long rest.
Tail. Melee Weapon Attack: +18 to hit, reach 15 ft., one target. Hit: 22 (2d12 + 9) bludgeoning damage. If the target is a creature, it must succeed on a DC 26 Strength saving throw or be knocked Prone and pinned beneath a cascade of dislodged treasure, becoming Restrained (escape DC 20).
Greedpersonified Breath (Recharge 5–6). The aspect exhales a 300-foot cone of blinding, molten wealth and localized tectonic pressure. Each creature in that area must make a DC 27 Dexterity saving throw. On a failed save, a creature takes 78 (12d12) damage, choosing from acid, cold, fire, lightning, or poison (the aspect's choice, reflecting the variable elements trapped in his hoard-fused hide). On a successful save, the creature takes half as much damage.
Claim Attunement. The aspect targets one creature he can see within 60 feet. If the target is attuned to any magic items, the aspect forces a DC 26 Charisma saving throw. On a failed save, one attunement slot of the aspect's choice is instantly severed from the victim, and the aspect gains the mechanical benefits of that magic item for the next minute.
Hoarder’s Denial. When a creature within 60 feet of the aspect attempts to regain hit points via a spell, potion, or class feature, the aspect can intercept the localized life-force out of sheer selfishness. The healing is completely negated, and the aspect instead heals for the amount of hit points the target would have received.
The aspect 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. The aspect regains spent legendary actions at the start of his turn.
Attack. The aspect makes one Claw or Tail attack.
Wrester’s Grip (Costs 2 Actions). The aspect reaches out toward a magic item within 60 feet that is not currently held or worn. The item flies directly into the aspect's hide, bonding to it instantly.
Avarice Pulse (Costs 2 Actions). The aspect unleashes a wave of psychic covetousness. Each creature of the aspect's choice within 60 feet must succeed on a DC 26 Wisdom saving throw or immediately use its reaction to make a melee weapon attack against its closest ally, driven by a sudden, overwhelming desire to steal their companion's gear.
If the aspect’s Taker’s Wrath trait has activated in the last hour, he can use the options below as legendary actions.
Hoarder Dragon Metamorphosis (Costs 2 Actions). The aspect targets the corpse of a creature that died within the last minute. The corpse is instantly consumed by a crystalline crust of gold and diamonds, transforming into an automated, spectral Hoarder Dragon under the aspect's absolute control. The construct has 50 hit points, an AC of 18, and can make one bite attack (+10 to hit, 2d8 piercing) on its own initiative index.
The Furnace Rupture (Costs 3 Actions). Reflecting his domain within the volcanic depths of the Dragon Eyrie, the aspect causes a volcanic rupture to blast upward directly beneath a 30-foot-radius sphere centered on a point he can see within 150 feet. Each creature in that area must make a DC 27 Constitution saving throw, taking 45 (7d12) fire damage and 22 (4d10) bludgeoning damage from volcanic debris on a failed save, or half as much on a successful one.
Description
"The ultimate incarnation of unbridled, ravenous avarice, the aspect of Task is greed given physical, draconic form. Unlike Tiamat, who commands her chromatic broods with tyrannical nobility, Task cares nothing for bloodlines, empires, or legacies—he cares only for the weight, purity, and possession of things that belong to others. When summoned onto the Material Plane by the most devout, multi-tiered syndicates sacrificing a legendary hoard's worth of ancient coinage, the aspect arrives not to rule, but to strip the world bare.
His colossal body moves with a deafening metallic roar, his true scales entirely buried under millions of fused coins, crown jewels, historical artifacts, and raw magical components stolen from across planes of existence. He views all living mortals as minor, temporary caretakers who are mistakenly holding onto items that rightfully belong in his cavernous vaults. To cross paths with the aspect of Task is to face an entity that will systematically strip away your weapons, your armor, your magic, and your mind, leaving you utterly bankrupt before crushing your bones into the floor of his expanding hoard."
Lair and Lair Actions
The Furnace of True Avarice
The lair is a colossal cavern choked with black volcanic ash, sulfurous magma vents, and a hoard so incomprehensibly massive that it blankets the entire floor in rolling hills of gold, platinum, and priceless artifacts. The ambient air shimmers with a distorting heat glaze. Massive iron chains hang from the ceiling, supporting hovering crucibles of liquid metal used by his cultists to debase and restamp stolen currency.
Every single inch of the terrain is a hazard to intruders, behaving less like a cave and more like an active, predatory machine designed to swallow wealth and bury thieves alive.
Lair Actions
On initiative count 20 (losing initiative ties), the aspect can take a lair action to cause one of the following effects; he can’t use the same effect two rounds in a row:
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Tectonic Wealth Avalanche. The aspect causes a localized tremor that triggers a massive landslide of unsecured, heavy coinage and sharp gemstones along a 30-foot-radius slope he can see within 120 feet. Each creature standing in that area must make a DC 25 Dexterity saving throw. On a failed save, a creature takes 27 (6d8) bludgeoning damage, is knocked Prone, and is Restrained under the shifting weight of the hoard (escape DC 20). On a successful save, a creature takes half as much damage and isn't knocked prone or restrained.
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Superheated Volcanic Slag. Magma erupts from a fissure beneath the hoard, spraying superheated liquid metal and ash in a 20-foot-radius, 40-foot-high cylinder centered on a point the aspect can see within 150 feet. Each creature in that area must make a DC 25 Constitution saving throw, taking 35 (10d6) fire damage and becoming Poisoned by the sulfurous fumes until initiative count 20 on the next round on a failed save. On a successful save, a creature takes half as much damage and isn't poisoned.
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The Taker’s Magnetism. The aspect activates a profound gravitational pull centered on his own hoard-encrusted hide. Every creature within 90 feet of the aspect that is holding a weapon containing metal or wearing medium or heavy metal armor must succeed on a DC 25 Strength saving throw. On a failed save, a held weapon is violently ripped from the creature's grasp and flies directly into the aspect's body, bonding to his hide. Creatures wearing metal armor that fail the save are pulled up to 30 feet directly toward the aspect and have their speed halved until the end of their next turn.
Regional Effects
The region containing the Aspect of Task’s lair is fundamentally warped by his reality-bending greed and selfishness, creating the following extraordinary magical phenomena within a 5-mile radius:
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The Tax of Living. Any non-magical gold, silver, copper, electrum, or platinum carried into the region begins to physically decay or merge together. Every 24 hours spent within 5 miles of the lair, 10% of a party's loose coinage permanently tarnishes, loses its value, or liquefies and seeps directly into the earth toward Task's central vault.
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Compulsive Covetousness. The air itself breeds profound, intrusive selfishness. Whenever a creature finishes a short or long rest within the region, it must succeed on a DC 18 Wisdom saving throw or become afflicted with a magical paranoia. While afflicted, the creature has Disadvantage on any Help actions, healing spells, or features that target its allies, driven by an overwhelming urge to hoard its resources and energy entirely for itself. This effect ends immediately if the creature leaves the region or if a Remove Curse spell is cast on them.
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Hoarder's Mirage. Divination spells of 5th level or lower cast within the region fail to locate specific objects, treasures, or individuals. Instead, the magic reveals false locations consisting entirely of mocking, illusory images of dead dragons transformed into stone, guarding empty iron chests.
If the Aspect of Task is destroyed or banished back to the Dragon Eyrie, these regional effects fade entirely over 1d4 days.
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