Large Aberration, Neutral Evil
Armor Class 20 Natural Armor
Hit Points 817 (38d8 + 646)
Speed 80 ft., Climb 40 ft.
STR
30 (+10)
DEX
30 (+10)
CON
30 (+10)
INT
30 (+10)
WIS
30 (+10)
CHA
30 (+10)
Saving Throws DEX +19, CON +19, CHA +19
Skills Acrobatics +19, Arcana +19, Athletics +19, History +19, Insight +19, Intimidation +19, Investigation +19, Perception +19, Persuasion +19, Religion +19, Stealth +19
Damage Resistances Lightning; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Blinded, Charmed, Frightened
Senses Blindsight 500 ft., Passive Perception 20
Languages Telepathy (500 ft.)
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

Magical Weapons. The uvuudaum's natural weapons are considered magical for the purposes of overcoming damage resistance.

Improved Critical. The uvuudaum's natural weapons strike a critical hit on a natural attack roll of 19 or 20.

Lightning Reflexes. The uvuudaum has advantage on all Dexterity saving throws.

Confusing Aura. Any creature that enters within 30 feet of the uvuudaum or starts its turn in this range must succeed on a (DC 27) Wisdom saving throw or become affected by a continuous confusion spell. Every 4 rounds, the affected creature in this range can make another saving throw to resist the effects, and on a success, the affected creature is immune to the specific uvuudaum's confusing aura for the next 24 hours.

Regeneration. At the beginning of each of its turns, the uvuudaum regains 25 hit points. It dies when it is reduced to 0 hit points.

Innate Spellcasting. The uvuudaum's spellcasting ability is Charisma (spell save DC 27). It can cast the following spells without material components.

At will: confusion, dimension door, dispel magic, haste, invisibility, lightning bolt, magic missile, mage armor, shield, stoneskin, true strike, web

3/day: chain lightning, cone of cold, disintegrate, dominate person, plane shift, prismatic spray, scrying, teleport, wall of force

1/day: resurrection, time stop

Actions

Head Spike. Melee Weapon Attack: +19 to hit, reach 10 ft., one target. Hit: (10d6+10) piercing damage, and the target must succeed on a (DC 27) Constitution save or take (2d4) permanent damage to its Wisdom score (doubled on a Critical Hit). If this Wisdom drain occurs, the uvuudaum regains 5 hit points (10 on a Critical Hit).

Reactions

Cleave. If the uvuudaum drops a target to 0 hit points with its head spike attack, it can make an extra attack on the same turn against another creature within immediate reach. This reaction can be used an indefinite amount of times per round if the conditions are repeatedly met.

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 spider-like below it (though loose clothing somewhat drapes its grotesque legs). The real horror is the taillike 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 who dare listen. Uvuudaums partake in and are part of this madness,  which they delight in revealing, by their mere presence, in more structured realities.

Uvuudaums typically travel solitarily or in pairs, but occasionally, packs of 3-6 members can be encountered at one time, often referred to as a "madness".

Previous Versions

Name Date Modified Views Adds Version Actions
4/25/2020 6:01:19 PM
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LovecraftianDM

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