Large unknown, Unaligned
Armor Class 10 Natural
Hit Points 600 (2d20 + 1)
Speed
STR
20 (+5)
DEX
20 (+5)
CON
20 (+5)
INT
1 (-5)
WIS
30 (+10)
CHA
1 (-5)
Saving Throws WIS +16
Damage Resistances Damage Dealt By Traps
Damage Immunities Psychic
Senses Truesight Being a distortion, they have exposed themself to the light and so is able to understand the world around them in their own twisted sense., Passive Perception 20
Languages Common Despite being able to speak common, it will not be able to reason.
Challenge 18 (20,000 XP)
Proficiency Bonus +6
Traits

Indulgence in prescripts:
A random opposing unit gains a mark. This unit gains a disadvantage (10/Karmic conscience) in any saving throws and 얀샋ㄷ요무 gains a advantage (1 + Blessing of the City) in any rolls against that unit.  
If 얀샋ㄷ요무 was able to hit the marked unit, gain 1 Blessing of the City and do not gain karmic conscience for 2 turns.
If 얀샋ㄷ요무 was unable to hit the marked unit for 2 turns, they gain Karmic conscience and gets a temporary disadvantage (-2) on all rolls, and any units attacking them will get a +3 advantage. This'd last for the period until mark switches.
The mark switches targets every 5 turns. It is less likely to select the person already getting the target.
Distortion of the city - INDEX
Any and all form of checks involving speech / reason (e.g. intimidation, charisma) will immediately fail. 
Erosion of Oneself
All individual attacks against the marked target inflict Erosion (stack damage per turn, does not expire until battle is over)
Will of the City
Above 50% hp, bonus actions are unable to be activated.
At or past 50% hp, enter a new phase. The 'body' will be 75% resistant to all attacks, and the fists will become separate entities (both fists will have 150 hp, defeating the arms would result in the body having 1 hp.). The body is unable to use normal actions.
Every 4 turns, use a legendary action.

Actions

Baleful Band
Requires a roll of 17+ to hit target. deals 2 d4 piercing damage. If one or both of the dice get a natural 4, inflict erosion per dice. Only able to be used once per 2 turns.

Giant fist
Deals d20 bludgeoning damage to target

Compress
Deals d8 bludgeoning damage to target. Upon hit, target has a disadvantage on attacking and saving rolls (disadvantage is removed after target's turn)

Flurry of fists
Deal 3 d8 slashing damage to target.

Lock
Requires a roll of 17+ to hit target. Deals d10 bludgeoning damage to target. Upon hit, make the target unable to do anything for their turn.

Bonus Actions

Attack
Targets a fist. Gives it 2x damage on attacking rolls.

Protect
Targets a fist. Gives it 30% damage reduction.

Vigil
Targets a fist. That fist and anyone attacking it is unaffected by advantages or disadvantages.

Repair
Targets a fist. Gives it 40 hp.

Legendary Actions

 

Distorted Blade 
Attacks all targets. Deals 3 d20 worth of damage. 
Each d20 has a coin flip chance of hitting.

Mythic Actions

 

 

Description

A distortion of Yan, a messenger of the index who have learnt their choices do not matter in the grand scheme of the City.

ORIGIN: LIBRARY OF RUINA, PROJECT MOON

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

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

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Habitat: Urban

Glitchy_the_Bad_Rper

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