Gargantuan Aberration, Chaotic Neutral
Armor Class 16 Natural Armor
Hit Points 267 (15d20 + 110)
Speed 35 ft.
STR
25 (+7)
DEX
9 (-1)
CON
23 (+6)
INT
13 (+1)
WIS
19 (+4)
CHA
10 (+0)
Saving Throws STR +12, CON +11, WIS +9, CHA +5
Skills Perception +8
Damage Resistances Force, Necrotic
Damage Immunities Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Truesight 120 ft., Passive Perception 14
Languages Celestial, Deep Speech, Primordial, Telepathy 240 ft.
Challenge 13 (10,000 XP)
Proficiency Bonus +5
Traits

Magic Resistance. The Wandering Numenshard has advantage on saving throws against spells or magical effects.

Magic Weapons. The Wandering Numenshard’s weapon attacks are magical.

Pseudopresence. The Wandering Numenshard does not produce sound unless it wishes to do so, and is completely weightless. The Wandering Numenshard’s movement is unaffected by difficult terrain, and spells and other magical effects can neither reduce its speed nor cause it to be paralyzed or restrained. The Wandering Numenshard can also spend 5 feet of movement to automatically escape from nonmagical restraints. Being underwater imposes no penalties on the Wandering Numenshard’s movement or attacks. Finally, it cannot be banished, as it does not belong to any plane.

Innate Spellcasting. The Wandering Numenshard’s innate spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). It can innately cast the following spells, requiring no components:

At-will: invisibility(self only), nondetection (self only), plane shift (self only)

3/day: levitate, scrying

1/day each: divine word

Actions

Multiattack. The Wandering Numenshard makes two Nebulous Slam attacks.

Nebulous Slam. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 34 (5d10 + 7) bludgeoning damage. If this attack would reduce the target to zero hit points, or if the Wandering Numenshard rolls a critical hit to attack the target, then roll a 1d8 to determine which one of the following effects occur:

1: The target must make a DC 16 Constitution saving throw or be disintegrated instantly and die.

2-4: The target must succeed on a DC 16 Charisma saving throw or be sent to a random plane of existence, as determined by the DM. The Wandering Numenshard knows what plane the target was sent to.

5-7: The target must make a DC 16 Wisdom saving throw or gain a random form of short-Term Madness, Long-Term Madness, and Indefinite Madness.

8: Nothing happens.

Teleport (Recharge 4/6). The Wandering Numenshard magically teleports, along with any equipment it is wearing or carrying, up to 150 ft. to an unoccupied space it can see. Before or after teleporting, the Wandering Numenshard can make one Nebulous Slam attack.

Previous Versions

Name Date Modified Views Adds Version Actions
3/5/2020 4:55:38 AM
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3/5/2020 5:04:58 AM
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SoulOfCrimson

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