Damage Resistance. Yaldabaoth is resistant to Cold, Bludgeoning, Piercing, and slashing damage.
Damage Immunities. Yaldabaoth is immune to Radiant and Psychic damage.
Condition Immunities. Yaldabaoth is immune to being Blinded, Charmed, Fatigued, Frightened, Paralyzed, Petrified, Poisoned, Prone, Unconscious, and Exhausted.
Blindsight. Yaldabaoth can perceive his surroundings without relying on sight up to 120 feet.
Telepathy. Yaldabaoth can communicate directly into the mind of another creature, sounding like whatever language that creature can speak.
Magic Resistance. Yaldabaoth has advantage on saving throws against spells and other magical effects.
Brilliant Orbs. Yaldabaoth has 3 magical orbs circling him at all times that he may use to attack with, each charged with a different effect.
To attack with a Brilliant Orb, Yaldabaoth makes a ranged spell attack against a creature it can see within 60 ft.
Once a Brilliant Orb has been used in an attack, the orb is no longer usable for an attack until Yaldabaoth recalls it from the location it landed as a bonus action.
Spellcasting. Yaldabaoth is a 5th-level spellcaster. Its spellcasting ability is Constitution (spell save DC 16, +8 to hit with spell attacks). Yaldabaoth has following Wizard spells prepared:
Cantrips (at will): [spell name], [spell name]
1st level (4 slots): Absorb Elements, Chaos Bolt, Thunderwave
2nd level (3 slots): Blindness/Deafness, Hold Person, Mind Spike
3rd level (3 slots): Bestow Curse, Fireball, Summon Lesser Demon
Multiattack. Yaldabaoth may make up to two attacks on his turn; Two melee attacks, one melee attack and one spell attack, one melee attack and one Brilliant Orb attack, or two Brilliant Orb attacks.
Radiant Greatsword. Melee Weapon Attack: +7 to hit, reach 10 ft., 1 target. Hit: 10 (1d12 + 3) Radiant damage.
Brilliant Orb of Underworld Flames. RangedWeapon Attack: +7 to hit, range 60/120 ft., 1 target. Hit: 6 (1d10) Fire damage. One of the Brilliant Orbs surrounding Yaldabaoth burns brilliantly with black flames from the underworld. When Yaldabaoth uses this orb to attack with, a creature hit by it must make a DC 16 Charisma saving throw or be set ablaze.
A creature set ablaze by this attack takes 1d10 daamge at the end of their turns until the flames are extinguished. A creature may repeat the saving throw at the end of their turn to put out the flame.
If a creature set ablaze by this attack falls to 0 hit points without extinguishing the flames, it is immediately consumed by the fire, body and soul, and reduced to fine ash.
Brilliant Orb of Vermilion Wind. RangedWeapon Attack: +7 to hit, range 60/120 ft., 1 target. Hit: 6 (1d8) Force damage. One of the Brilliant Orbs surrounding Yaldabaoth radiates a sickly deep red. When Yaldabaoth uses this orb to attack with, a creature hit by it must make a DC 16 Constitution saving throw or be afflicted with a debilitating pestilence. This affliction ignores immunity to diseases or poisons.
A creature that has been afflicted with this pestilence has disadvantage on all physical attacks it makes until they rid themselves of it. A creature may repeat the save at the end of their turn to be cured. This pestilence may be removed with any spell that removes diseases.
If a creature afflicted with this pestilence falls to 0 hit points or dies without being cured, Yaldabaoth regains 3d20 hit points.
Brilliant Orb of Heaven's Light. RangedWeapon Attack: +7 to hit, range 60/120 ft., 1 target. Hit: 20 (3d12) Radiant damage. One of the Brilliant Orbs surrounding Yaldabaoth shines with an alabaster glow. When Yaldabaoth uses this orb to attack with , a creature hit by it must make a DC 16 Strength saving throw or be knocked back 15 ft.
If a creature is reduced to 0 hit points or killed due to this attack, their soul is immediately ripped from their body and transformed into an Enslaved Angel.
The Dungeon Master has detailed statistics about the Enslaved Angel.
Divine Eminence (Recharge 5-6). Yaldabaoth uses this ability immediately every time it recharges.
As a bonus action, Yaldabaoth can expend a spell slot to cause his melee weapon to magically deal an extra 1d10 Radiant damage to his target on a hit. This benefit lasts until the end of his turn, and then fades.
If Yaldabaoth expends a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each level above 1st.
Yaldabaoth begins the fight with this ability on cooldown.
Reaction Name. Enter the description for your action.
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
Description
Enter a general description for your monster here.
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:
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If the [monster name] dies, these effects fade over the course of #d# days.







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