AC 79    Initiative +27 (37)
HP 10596 (691d20 + 3046)
Speed 60 ft., Fly 5000 ft.
Mod Save
STR 30 +10 +31
DEX 30 +10 +23
CON 30 +10 +26
Mod Save
INT 30 +10 +40
WIS 30 +10 +30
CHA 30 +10 +28
Senses Truesight Unlimited; Passive Perception 56
Languages All
CR 30 (XP 155,000; PB +9)
Traits

Legendary Resistance (100/Day). If the aspect fails a saving throw, it can choose to succeed instead.

Magic Weapons. The aspects weapon attacks are magical. When the aspect hits with any weapon, the weapon deals an extra 8d8 necrotic damage (included in the attack).

Deathly Nimbus. If the aspect is targeted by a Magic Missile spell or a spell that requires a ranged attack roll, roll 1d6. On a 1–4, The Aspect is unaffected. On a 5-6 the aspect is unaffected and the caster must make a DC 27 Constitution saving throw, taking 74 (10d8 + 30) psychic damage (this damage ignores resistance and immunity) on a failed save or half as much damage on a successful one.

Impenetrable Mind. The aspect is always considered under the effects of the Mind blank spell.

Future Sight. The aspect is always considered under the effects of the foresight spell.

Absolute Nullify (50/Day). If the aspect takes more than 100 damage in one enemies turn it can choose to nullify all damage from that creature for 1 minute.

Wish Immunity. The aspect is immune to any effects of the wish spell that would directly or indirectly harm it, imprison it or attempt to control it.

Limited Magic Immunity. Unless it wishes to be affected, the aspect is immune to spells of 7th level or lower. It has advantage on saving throws against all other spells and magical effects.

Reactive. The aspect can take one Reaction on every turn of combat.

Eldritch Infusion (Recharges after 10 minutes). If the aspect would be reduced to 0 hit points, its current hit point total instead resets to 10000 hit points, it recharges Eldritch Overload, and it regains any expended uses of Legendary Resistance. Additionally, the aspect can now use the options in the “Mythic Actions” section for 5 minutes. Award a party an additional 155,000 XP (310,000 XP total) for “defeating” The Aspect.

Unusual Nature. The aspect doesn’t require air, food, drink, or sleep.

Inevitable. The aspect is immune to any effect that would alter its existence, form or change anything about it.

Atomize. If the aspect dies everything within a 100-foot Sphere centered on the aspect is destroyed. 

Expert Agonizer. The conditions the aspect afflicts ignore immunity to said conditions.

Actions

Multiattack. The aspect makes four Duskharbingers Blade attacks uses Necrotic Outbreak and three other attacks, using Necrotic Bolt or Shatter Mind in any combination.

Duskharbingers Blade. Melee Attack Roll: +26, reach 10 ft. Hit: 41 (3d12 + 10) Slashing damage plus 18 (4d8) necrotic damage and the target gains 1d4 - 2 Exhaustion level(s). 

Necrotic Bolt. Ranged Attack Roll: +26, reach 250 ft. Hit: 68 (10d8 + 15) Necrotic damage (this damage ignores resistance and immunity).

Shatter Mind. Melee Attack Roll: +26, reach 5 ft. Hit: 80 (12d10 + 20) psychic damage and the creature's Intelligence score becomes 1. The creature can't cast spells, activate magic items, understand language, or communicate in any intelligible way until the end of its next turn.

Necrotic Outbreak. Constitution Saving Throw: DC 27, each creature and each object that isn’t being worn or carried in a 300-foot Sphere. Failure: 82 (15d12) Necrotic damage (this damage ignores resistance and immunity) and the target(s) have the Paralyzed and blinded conditions until the end of its next turn. Success: Half damage only.

Eldritch Overload (Recharge 4-6). The aspect points at a creature it can see within 350 feet that creatures head then explodes killing the creature instantly.

Bonus Actions

Hollow Void. The aspect summons a hungering rift around a creature it can see within 150 feet of itself. The creature must make a DC 27 Constitution saving throw. On a failed save, the creature takes 63 (16d8) necrotic damage and has the stunned condition until the start of the aspects next turn. On a successful save, the creature takes half as much damage only. If a creature is reduced to 0 hit points by this effect, the creature dies, and its body crumbles to dust.

Nexus of Blades. The aspect manifests a spectral, black aura of blades around itself. While this aura is manifested, each creature that starts its turn within 15 feet of the aspect must make a DC 27 Dexterity saving throw, taking 55 (10d10) force damage on a failed save, or half as much damage on a successful one. The aura disappears after 1 minute or when the aspect uses a bonus action to end it.

Reactions

Parry. The aspect adds 50 to its AC against one attack roll that would hit it. To do so, The Aspect must see the attacker and be wielding a melee weapon.

Protective Magic. The aspect casts Counterspell in response to the spell’s trigger, using Intelligence as its spellcasting ability.

Afflict Necrosis. When a creature that the aspect can see within 100 feet of itself hits with an attack roll or succeeds on a saving throw, the aspect forces the creature to make a DC 27 intelligence saving throw or take 74 (8d6 + 40) necrotic damageon a failed save or half as much damage on a successful one.

 

Legendary Actions

Legendary Action Uses: 5. Immediately after another creature’s turn, the aspect can expend a use to take one of the following actions. The aspect regains all expended uses at the start of each of its turns.

Onslaught. The aspect moves up to half its Speed, and it makes two Duskharbingers Blade attacks.

Dominate Mind (Costs 2 Actions). Wisdom Saving Throw: DC 36, one creature the aspect can see within 60 feet. Failure: The target has the Charmed condition until the aspect dies or is on a different plane of existence from the target. While Charmed, the target acts as an ally to the aspect and is under its control. In addition, the aspect and the target can communicate telepathically with each other over any distance.

Mythic Actions

If the aspects Radiant Brilliance trait has activated in the last five minutes, it can use the options below as legendary actions.

Eldritch Shield. (Costs 2 Actions). The aspect manifests a spectral nimbus of darkness around itself that protects it; it gains 1000 temporary hit points until the start of its next turn.

Orbital Assault (Costs 3 Actions). The aspect conjures the Far Realm and forces it to collide with the multiverse. Every creature in the multiverse (excluding the aspect and anyone it chooses) must make a DC 36 Constitution saving throw or take 1500d20 necrotic damage (This damage cannot be reduced or avoided in any way if they have failed the saving throw) Success: Half damage.

Death’s Gambit (Costs 5 Actions). The aspect calls on the power of Rîs. this action causes -Rîs- to appear within 10 feet of the aspect. (-Rîs- functions as a deity but cannot be harmed by weapons created to kill gods or gods themselves. -Rîs- can also kill other gods with a thought).

Description

The Aspect of Rîs is a small sliver of Rîs’es true power. Rîs otherwise known as Darkness That Walks is one of the most mysterious gods in existence. Very little is known about Rîs because he keeps to the shadows only emerging for the kill.

Previous Versions

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Sablemeerkat676

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