Gargantuan Undead, Lawful Evil
Armor Class 24 (natural armor)
Hit Points 525 (30d20 + 210)
Speed 40 ft., Burrow 30 ft., Fly 120 ft.
STR
27 (+8)
DEX
10 (+0)
CON
25 (+7)
INT
29 (+9)
WIS
18 (+4)
CHA
23 (+6)
Saving Throws DEX +9, CON +16, WIS +13, CHA +15
Skills Arcana +18, Perception +12, Stealth +9
Damage Resistances Cold, Necrotic
Damage Immunities Lightning, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Poisoned
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 22
Languages Common, Draconic
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

Legendary Resistance (5/Day). If Bob fails a saving throw, he can choose to succeed instead.

Limited Magic Immunity. Unless he wishes to be affected, Bob is immune to spells of 5th level or lower. He has advantage on saving throws against all other spells and magical effects.

Negative Energy Cone. Bob's eyes emit an invisible, magical 150-foot cone of negative energy. At the start of each of its turns, he decides which way the cone faces and whether the cone is active. Any creature in that area can't regain hit points. Any humanoid that dies there becomes a zombie under Bob's command. The dead humanoid retains its place in the initiative order and animates at the start of its next turn, provided that its body hasn't been completely destroyed.

Regeneration. Bob regains 25 hit points at the start of his turn.

Rejuvenation. If it has a phylactery, a destroyed Bob gains a new body in 1d6 days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the phylactery.

Spellcasting. Bob is a 20th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 26, +18 to hit with spell attacks). Bob has the following wizard spells prepared:

  • Cantrips (at will): Mage Hand, Prestidigitation, Ray of Frost
  • 1st level (4 slots): Magic Missile, Shield, Sleep
  • 2nd level (3 slots): Blur, Mirror Image, Misty Step
  • 3rd level (3 slots): Animate Dead, Counterspell, Fireball
  • 4th level (3 slots): Blight, Confusion, Polymorph
  • 5th level (3 slots): Cloudkill, Tenser's Transformation, Scrying
  • 6th level (2 slots): Chain Lightning, Circle of Death, Create Undead
  • 7th level (2 slots): Finger of Death, Forcecage, Prismatic Spray
  • 8th level (1 slot): Feeblemind, Incendiary Cloud
  • 9th level (1 slot): Power word kill, Time stop
Actions

Multiattack. Bob can use his Frightful Presence. It then uses his Eye Rays and makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 30 (4d10 + 8) piercing damage plus 11 (2d10) lightning damage.

Claw. Melee Weapon Attack: +17 to hit, reach 5 ft., one target. Hit: 22 (4d6 + 8) slashing damage.

Tail. Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 26 (4d8 + 8) bludgeoning damage.

Frightful Presence. Each creature of Bob's choice that is within 120 feet of Bob and aware of it must succeed on a DC 23 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to Bob's Frightful Presence for the next 24 hours.

Lightning Breath (Recharge 5–6). Bob exhales lightning in a 120-­foot line that is 10 feet wide. Each creature in that line must make a DC 24 Dexterity saving throw, taking 110 (20d10) lightning damage on a failed save, or half as much damage on a successful one.

Eye Rays. Bob shoots three of the following magical eye rays at random (reroll duplicates), choosing one to three targets it can see within 120 feet of it:

  1. Charm Ray. The targeted creature must succeed on a DC 23 Wisdom saving throw or be charmed by Bob for 1 hour, or until Bob harms the creature.
  2. Paralyzing Ray. The targeted creature must succeed on a DC 23 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
  3. Fear Ray. The targeted creature must succeed on a DC 23 Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
  4. Slowing Ray. The targeted creature must succeed on a DC 23 Dexterity saving throw. On a failed save, the target's speed is halved for 1 minute. In addition, the creature can't take reactions, and it can take either an action or a bonus action on its turn, not both. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
  5. Enervation Ray. The targeted creature must make a DC 23 Constitution saving throw, taking 63 (14d8) necrotic damage on a failed save, or half as much damage on a successful one.
  6. Telekinetic Ray. If the target is a creature, it must succeed on a DC 23 Strength saving throw or Bob moves it up to 60 feet in any direction. It is restrained by the ray's telekinetic grip until the start of Bob's next turn or until Bob is incapacitated. If the target is an object weighing 300 pounds or less that isn't being worn or carried, it is moved up to 30 feet in any direction. Bob can also exert fine control on objects with this ray, such as manipulating a simple tool or opening a door or a container.
  7. Sleep Ray. The targeted creature must succeed on a DC 23 Wisdom saving throw or fall asleep and remain unconscious for 1 minute. The target awakens if it takes damage or another creature takes an action to wake it. This ray has no effect on constructs and undead.
  8. Petrification Ray. The targeted creature must make a DC 23 Dexterity saving throw. On a failed save, the creature begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified until freed by the greater restoration spell or other magic.
  9. Disintegration Ray. If the target is a creature, it must succeed on a DC 23 Dexterity saving throw or take 72 (16d8) force damage. If this damage reduces the creature to 0 hit points, its body becomes a pile of fine grey dust. If the target is a Large or smaller nonmagical object or creation of magical force, it is disintegrated without a saving throw. If the target is a Huge or larger object or creation of magical force, this ray disintegrates a 10-foot cube of it.
  10. Death Ray. The targeted creature must succeed on a DC 23 Dexterity saving throw or take 99 (18d10) necrotic damage. The target dies if the ray reduces it to 0 hit points.
Legendary Actions

Bob can take 5 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. Bob regains spent legendary actions at the start of its turn.

Tail Attack. Bob makes a tail attack.

Wing Attack (Costs 2 Actions). Bob beats its wings. Each creature within 10 feet of Bob must succeed on a DC 25 Dexterity saving throw or take 22 (4d6 + 8) bludgeoning damage and be knocked prone. Bob can then fly up to half its flying speed.

Eye Ray. Bob uses one random eye ray.

Cast a spell. Bob casts a spell on his spell list that has a casting time of 1 action.

Lair and Lair Actions

On initiative count 20 (losing initiative ties), Bob takes a lair action to cause one of the following effects; he can't use the same effect two rounds in a row:

  • Part of the ceiling collapses above one creature that Bob can see within 120 feet of it. The creature must succeed on a DC 19 Dexterity saving throw or take 17 (5d6) bludgeoning damage and be knocked prone and buried. The buried target is restrained and unable to breathe or stand up. A creature can take an action to make a DC 15 Strength check, ending the buried state on a success.
  • A cloud of sand swirls about in a 20-foot-radius sphere centred on a point Bob can see within 120 feet of him. The cloud spreads around corners. Each creature in the cloud must succeed on a DC 19 Constitution saving throw or be blinded for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
  • Lightning arcs, forming a 5-foot-wide line between two of the lair's solid surfaces that Bob can see. They must be within 120 feet of him and 120 feet of each other. Each creature in that line must succeed on a DC 19 Dexterity saving throw or take 21 (6d6) lightning damage.

Previous Versions

Name Date Modified Views Adds Version Actions
3/23/2020 8:10:09 AM
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3/23/2020 8:15:57 AM
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3/24/2020 12:51:29 PM
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AnAngryAltmer

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