Tiny Aberration, Neutral
Armor Class 25 (natural armor)
Hit Points 110 (20d4 + 60)
Speed 10 ft., fly 80 ft., fly 30 ft.
STR
10 (+0)
DEX
30 (+10)
CON
16 (+3)
INT
25 (+7)
WIS
18 (+4)
CHA
14 (+2)
Saving Throws DEX +17, CON +10, WIS +11, CHA +9
Skills Arcana +17, Insight +10, Perception +10, Stealth +9
Damage Resistances All
Damage Immunities Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Blinded, Charmed, Deafened, Exhaustion, Paralyzed, Poisoned
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 18
Languages Common Can magically speak any language
Challenge 22 (41,000 XP)
Proficiency Bonus +7
Traits

Non-breathing. The Abderan does not require to breath.

Hidden in plain sight: The Abderan are always hidden in their illusion. They levitate at the height of the illusion's neck area. Any attack that are not directed to the neck area of the creature is an auto-fail. When the illusion is attacked, it reacts in a way to make it look like the attack missed. This reaction can be sometime hard to explain for characters and only then can they try disbelieving the illusion. On a successful DC 20 Intelligence Check, the character becomes aware this is an illusion, but requires a full round of observation to understand the real location of the Abderan.

Illusionary Shape. The Abderan magically creates a physical illusion around him resembling a humanoid or beast that has a challenge rating no higher than its own. The illusion dissipate if it dies. The illusion is so convincing, that it is impossible to see through it by any magical means.

One with the weave. Being a sentient part of the weave, the Abderan can cast any spell without using their material, somatic or verbal components.

Magic Resistance. The Abderan has advantage on saving throws against spells and other magical effects.

Spellcasting. The Abderan is a 20th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 30, +17 to hit with spell attacks). The Abderan can cast any spell in existence.

Cantrips (at will): fire bolt, light, mage hand, prestidigitation, shocking grasp

1st level (7 slots): detect magic, identify, feather fall, magic missile

2nd level (5 slots): detect thoughts, mirror image, misty step

3rd level (5 slots): counterspell, fly, lightning bolt

4th level (5 slots): banishment, fire shield, stoneskin*

5th level (5 slots): cone of cold, scrying, wall of force

6th level (2 slot): globe of invulnerability

7th level (2 slot): teleport

8th level (2 slot): mind blank*

9th level (2 slot): time stop

*The Abderan casts these spells on itself before combat.

Legendary Resistance (3/Day). If the Abderan fails a saving throw, it can choose to succeed instead.

Actions

Multiattack. The Abderan can cast 1 spell per turn and use 1 action

Arcane blast. Range Weapon Attack: +17 to hit, reach 120 ft., one target. Hit: 28 (5d6 + 10)

Arcane explosion. Range Weapon Attack: +17, reach 10 ft radius around the Abderan., all targets. Hit: 14 (1d6 + 10) and creature are pushed by 30 feet

Spell mutation.  As an action preceding his spellcasting, the Abderan can modify his next spell. The modification that are permitted include, doubling spell radius or range, increasing the spell DC by 2, reshaping a radius or cone spell to leave 5 feet areas untouched, maximizing damage.

Reactions

Weave's disruption: As a reaction the Abderan can counter any spell that is being casted. The counter works as would the counterspell, but it always matches the spell level being cast.

Legendary Actions

The Abderan can take 3 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. The dragon regains spent legendary actions at the start of its turn.

Legendary magic (Costs 3 Actions). The Abderan cast a spell level 8 or 9

High magic (Costs 2 Actions). The Abderan cast a spell level 5, 6 or 7

Low magic. The Abderan cast a spell of level 1, 2, 3 or 4

Description

Legendary act of magics reshaping the reality in which we leave a permanent imprint on the weave. This imprint is a part of the caster's soul that fuses with the weave. If this imprint is strong enough, a small part of the weave will break off and become sentient. This is how Abderans are born. The Abderans are purple crystalline looking creatures the size of an insect. The Abderans are completely neutral and in constant search of meaning. They will often end up creating magic item, to test their control over the weave. These creations can be some of the strongest in the world. While generally pacifistic, their incredible power over arcane magic makes them incredibly potent foes that will not shy from a fight.

Previous Versions

Name Date Modified Views Adds Version Actions
5/26/2020 6:18:28 PM
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Belemot16

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