Large Aberration, Neutral Evil
Armor Class 25 Natural Armor
Hit Points 817 (38d8 + 646)
Speed 80 ft., Climb 30 ft.
STR
30 (+10)
DEX
30 (+10)
CON
30 (+10)
INT
30 (+10)
WIS
30 (+10)
CHA
30 (+10)
Skills Acrobatics +29, Animal Handling +14, Arcana +11, Athletics +40, Deception +22, History +11, Insight +44, Intimidation +22, Investigation +11, Perception +45, Performance +24, Stealth +20
Damage Resistances Lightning; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks, Damage from Spells
Condition Immunities Frightened
Senses Blindsight 500 feet, Passive Perception 26
Languages Telepathy 500 feet
Challenge 27 (105,000 XP)
Proficiency Bonus +8
Traits

Confusion Aura: This Ability operates continuously, as the Confusion spell but with a 30-foot radius. Potential victims can make a DC 28 Wisdom Saving Throw to resist Confusion. Those affected by the Aura can make a new Save every 4 rounds to throw off the effect. Once it has successfully resisted, a subject remains immune to that Uvuudaum's Confusion Aura for 24 hours. 

RegenerationThe Uvuudaum regains 25 hit points at the start of its turn. If the Uvuudaum takes cold, fire, or radiant damage, this trait doesn't function at the start of the Uvuudaum's next turn. The Uvuudaum dies only if it starts its turn with 0 hit points and doesn't regenerate.

Magic Resistance: The Uvuudaum has Advantage on Saving Throws against spells and other magical effects.

Innate Spellcasting: The Uvuudaum is considered a 27th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 23, +18 to hit with spell attacks). The Uvuudaum can innately cast the following spells, requiring no Material Components.

-At Will: Confusion, Dimension Door, Dispel Magic, Haste, Invisibility, Lightning Bolt, Magic Missile, Mage Armor, Polymorph (Self Only), Shield, Stoneskin, True Strike, Web.

-3/Day: Chain Lightning, Cold of Cold, Disintegrate, Dominate Person, Plane Shift, Prismatic Spray, Scrying, Teleport, Wall of Force.

-1/Day: Time Stop.

Actions

Head Spike. Melee Weapon Attack: +18 to hit, reach 15 feet, one target. Hit: (10d6+21) piercing damage, Critical Hit on 19-20. If the target fails a DC 28 Wisdom Saving Throw, the target's mind is bombarded with flashes of incomprehensible, obscene vistas in their head. The target will then take a 2d4 penalty to Spell DC's and Skill Checks/Saves. Critical Hits will double this penalty. In addition, upon a failed Saving Throw, the Uvuudaum regains 5 lost Hit Points (10 on a Critical hit), gaining any excess as Temporary Hit Points. The Uvuudaum's natural weapon attacks are considered magic for the purposes of calculating damage reduction.

Contingent Resurrection: The Uvuudaum, or a subject the Uvuudaum touches, returns to life if slain. This is a Spell-Like Ability, and can be affected by Dispel Magic and Antimagic Field. The Uvuudaum needs to consciously use this ability for it to work. While this Ability is in effect, if the subject is killed, they return to life, complete with full Hit Points, 1 minute later, so long as even a tiny bit of dust remains for Contingent Resurrection to act upon. A shaft of sickly green light illuminates the subject and everything within 20 feet of it. If the target can cast spells, they lose no uses of Prepared Spells they had available before death. However, the target loses 1 Level, if it has Levels in a Character Class, or 1 point of Constitution if at 1st Level (or if it has no Character Classes). Contingent Resurrection does not work on a subject that has died of old age. This Action can only be used once per day. 

Nailed to the Sky. Ranged Attack: +18 to hit, range of 300 feet, targets one creature or object weighing up to 1,000 lbs. The target makes a DC 28 Wisdom Saving Throw to resist this effect. On a failure, the target is teleported so far away from the surface of the world and at such a speed that it keeps missing the surface as it falls back, so it enters an eternal orbit. Unless the target can magically fly or has some other form of non-physical means of propulsion, the target is stuck until someone else rescues it. Even if the target can fly, the surface is 2d2 hours away. If the target is a creature, it might not survive for that long. Depending upon the world that Nailed to the Sky is used in, conditions so far from the surface can be deadly. Deleterious effects include scorching heat, cold, and vacuum. Targets subject to these conditions take 2d6 points of fire or cold damage, and 1d4 points of non-typed damage from the vacuum, per round. The target immediately begins to suffocate. Nailed to the Sky is considered a Spell-Like Ability, and can be affected by Counterspell.

Reactions

Time Duplicate: The Uvuudaum snatches itself from 1 round in the future, depositing this future self in an adjacent space. This Future Self is technically only a possible future self (the time stream is a maelstrom of multiple probabilities), but snatching that Future Self from 1 round in the future collapses probability, and the possible future becomes the definite future. The Uvuudaum and its Future Self are both free to act normally this round. The Future Self has all the resources the Uvuudaum has at the time of using this Reaction. Because the Future Self was previously only a possibility, its resources are not depleted as a result of whatever might occur this round (even if the Uvuudaum dies this round). Likewise, it doesn't have any special knowledge of what might occur during this round. Because the Future Self is still part of the time stream, the round it spends with the character is a round it misses in its own future. Because the Future Self is also the Uvuudaum, the Uvuudaum misses the next round as well. Here is a round-by-round summary: 

Round One (Uvuudaum casts Time Duplicate, the Future Self from Round Two arrives, and both act normally.)

Round Two (The Future Self - The Uvuudaum - gets snatched back in time to help the Past Self. During this round, there are no versions of the Uvuudaum present.)

Round Three (The Uvuudaum rejoins the Time Stream. The Uvuudaum arrives in the same location and condition that the Future Self ended with at the end of the First Round. Any resources (spells, damage, etc.) the Future Self used up in Round One are gone for real. 

Time Duplicate can only be used once per day. 

Legendary Actions

The Uvuudaum can take 5 Legendary Actions, choosing from the options below. Only one Legendary Action can be taken at a time, and only at the end of another creature's turn. The Uvuudaum regains spent Legendary Actions at the start of its turn. 

Head Spike (Costs 1 Action). The Uvuudaum makes a Head Spike attack.

Nailed to the Sky (Costs 3 Actions). The Uvuudaum makes a Nailed to the Sky attack.

Innate Spellcasting- At Will (Costs 1 Action). The Uvuudaum casts an At-Will spell.

Innate Spellcasting- 3/Day (Costs 2 Actions). The Uvuudaum casts a spell from the 3/Day List.

Detect (Costs 1 Action). The Uvuudaum makes a Wisdom (Perception) Check.

Description

Description: Lords of a realm far removed from the multiverse sometimes infect our reality, trailing madness in their wake. An Uvuudaum is a manifestation of a distant realm where the rules of proper dimension are meaningless. When an Uvuudaum manifests in common realms of matter and thought, it is terrible to behold. 

An Uvuudaum is a humanoid creature with two standard human arms that protrude from the torso where expected, but whose lower body has six arms instead of legs, splayed spiderlike below it (tough loose clothing somewhat drapes its grotesque legs). The real horror is the tail-like appendage replacing what would be a head on a normal creature. At the very end of the appendage is an iron-hard spike. 

Uvuudaums hail from a space beyond the planes that is terrifyingly remote from standard planar geometries. The entities that abide in this Far Realm are inchoate, different, and alien. Outside time, unspeakable things whisper awful truths to those that dare listen. Uvuudaums partake in and are part of this madness, which they delight in revealing by their mere presence, in more structured realities. 

Senses: Blindsight 500 feet, Passive Perception 24

Speed: 80 feet, Climb 40 feet

Languages: The Uvuudaum can communicate telepathically with any creature that knows a language within 500 feet of it.

Saving Throws: Strength +9, Dexterity +22, Constitution +27, Intelligence +1, Wisdom +24, Charisma +8

Lair and Lair Actions

When an Uvuudaum enters the standard multiverse, it tears a hole into reality that allows the Far Realm to seep in, warping the environment in various ways as a result. The Uvuudaum will aim to venture out of its affected area to instill chaos and spread fear and insanity, thereby increasing the range of the Far Realm's influence. The longer it has been in our multiverse, the more potent the influence, becoming something very similar to what is described below. 

Lair Actions

On initiative count 22 (losing initiative ties), the Uvuudaum takes a Lair Action to cause one of the following effects; the Uvuudaum can’t use the same effect two rounds in a row:

  • The Uvuudaum casts Reverse Gravity on any number of creatures it can detect within 500 feet of it. 
  • The Uvuudaum targets one creature within 30 feet of it and forces it to make a DC 28 Wisdom Saving Throw. On a failure, the target suffers from a form of Short-Term Madness. Roll for a form of Short-Term Madness on the Table: Short-Term Madness from the Dungeon Master's Guide. 
  • The Uvuudaum targets one creature within 500 feet of it and forces it to make a DC 28 Constitution Saving Throw. On a failure, the target mutates in a horrifying manner. Roll on the Flesh Warping Table for the Sibriex to determine the form this mutation makes. In addition, creatures within 20 feet of the target that can see and hear it must make a DC 22 Wisdom Saving Throw or suffer Short-Term Madness.
  • An area that is a 50-foot cube within 120 feet of the Uvuudaum is filled with darkness and random flashes of incoherent shapes and colors, occasionally materializing as feeble simulacra of the Uvuudaum's Head Spike. The area is considered lightly obscured and Difficult Terrain until Initiative Count 20 on the next round. 
  • Solid ground within the Uvuudaum's Lair has a certain impermanence to it, shifting and breaking at random. Any creature hostile to the Uvuudaum within its Lair that are on solid ground, including creatures on the Ethereal Plane, must make a DC 22 Dexterity Saving Throw or become grappled and restrained. Escaping requires a DC 22 Strength (Athletics) or Dexterity (Acrobatics) Saving Throw.

Regional Effects

The region containing an Uvuudaum’s lair is warped by the presence of the Far Realm, which creates one or more of the following effects:

  • Any creature within 10 miles of the Uvuudaum's Lair need to make a DC 18 Wisdom Saving Throw each day. Failure will instill a form of Indefinite Madness into the creature, determined from the Table for Indefinite Madness from the Dungeon Master's Guide.
  • The area within 5 miles of the Uvuudaum's Lair is divided up into a seemingly infinite amount of dimensional layers slightly out of sync with one another. Creatures attempting to move within this area must make a DC 10 Intelligence Check. Success will allow for movement between these layers. Horizontal movement is impossible, so forward locomotion can only be achieved through mind-powered "jumping" between these layers. Otherwise, movement through the Region acts the same as movement in the Astral Plane. 
  • The Region surrounding the Uvuudaum's Lair is separated from the time stream. A minute in the Region equals no time passing outside it.
  • The Region surrounding the Uvuudaum is completely chaotic in nature. For each day the Players spend within the area, they roll a d20. On a 1-10, they have an adverse environmental condition affect them, while on a 11-20 nothing happens. Of these adverse environmental conditions, roll a d6. On a 1 and 2, the area freezes over; on a 3 and 4, a nearby 5-foot space bursts into flame for 1 round; and on a 5 and 6, the area the Players find themselves in are engulfed in poison clouds for 3 rounds. Players must make a DC 20 Constitution Saving Throw or be poisoned for 1d4 hours.
  • Spellcasters must roll a Skill Check (DC 15 + Spell Level) to cast a spell. A failed check will instead cause an effect from the Wild Magic Effects Table from the Sorceror's section of the Player's Handbook. The Uvuudaum is not immune to this effect.
  • Non-natives of the Far Realm and creatures not immune to Madness must make a DC 20 Wisdom Saving Throw each day they're in the Region. Failure will require the creatures to roll on the Indefinite Madness Table.

If the Uvuudaum dies, these effects fade over the course of 4d10 days.

BedeDiedritch

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