Legendary Resistance (3/Day) If Bete Noire - Terror Incarnate fails a saving throw, she can choose to succeed instead.
Spellcasting. Bete Noire - Terror Incarnate is an 10th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks).
Bete Noire - Terror Incarnate has the following warlock spells prepared:
Cantrips (at will): Eldritch Blast, Mind Sliver
1st Level (4 slots): Shield, Arms of Hadar, Hideous Laughter, Compelled Duel
2nd Level (3 slots): Aganazzar’s Scorcher, Crown of Madness, Cloud of Daggers
3rd Level (3 slots): Enemies Abound, Vampiric Touch, Counterspell
4th Level (3 slots): Compulsion, Black Tentacles, Phantasmal Killer
5th Level (2 slots): Destructive Wave (necrotic), Dominate Person
6th Level (1 slot): Circle of Death
Unearthly Power: Bete Noire - Terror Incarnate imposes disadvantage on attempts to Counterspell her spellcasting.
Terror Incarnate: Each creature within 10 feet of Bete Noire - Terror Incarnate must succeed on a DC 16 Wisdom saving throw or be frightened until the end of the creature's next turn.
Forgotten Magics: The Remnant of Fate has advantage on saving throws against spells and other magical effects.
On its turn, Bete Noire - Terror Incarnate will do two of the following: cast a spell, summon Orbs of Rhabdophobia, or use a cantrip.
Orbs of Rhabdophobia. Bete Noire - Terror Incarnate summons 3 (1d4+1) floating and vibrant pink orbs of pure fear within 15 feet of its position. A creature may treat the orb as a target for attacks or abilities. Each orb gets one action per turn to either move 25 feet towards an opposed creature or attack within 5 feet for 6 (1d6+3) psychic damage, with a +5 chance to hit. The orbs have an effective AC of 10 and 10 health and disappate upon reaching 0 hit points.
Savage Claws. Melee Weapon Attack: +3 to hit, reach 10ft., one target. Hit: 14 (5d4 + 2) slashing damage + 2 (1d4) necrotic damage.
Assassin's Javelin. Ranged Weapon Attack: +5 to hit, range 40/130 ft., one target. Hit: 30 (6d8 + 3) piercing damage + 12 (1d20) psychic damage.
Volatile Rage. After being attacked, Bete Noire - Terror Incarnate can fly into a lust-filled frenzy. She first stabs herself repeatedly in the chest with her claws, dealing 23 (2d20+2) slashing damage to herself. As a result, she gains advantage on all weapon attack rolls, resistance to slashing, piercing and bludgeoning damage for her next 3 (three) turns. For the duration of this ability, she can also perform one additional melee weapon attack as a bonus action during each of the three turns after this one.
Devour. If a target is reduced to 0 hit points by Assassin's Javelin, she can rip the soul clean out the body, instantly killing them. She then drags the soul to her current location and devours it, restoring 23 (2d20+2) hit points to herself.
Bete Noire - Terror Incarnate can take 2 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Bete Noire regains spent legendary actions at the start of its turn.
Cantrip: Bete Noire -Terror Incarnate casts a cantrip.
Abandon Hope: Bete Noire -Terror Incarnate unleashes a wave of negative energy. Creatures within 60 Feet, including ones behind barriers and around corners can't regain hit points until the start of Bete Noire's next turn.
Volley of Barophobia: Bete Noire -Terror Incarnate unleashes a salvo of 6 (1d6+3) small sized floating orbs of pure malice that fly towards random locations on the ground. The orbs have a +2 to hit and disperse upon reaching a target. They deal 3 (1d4+1) necrotic damage and the floor near where they hit is considered difficult terrain that deal 1 Necrotic damage to targets who pass over it.
Paraphrase or read this paragraph when Bete Noire-Terror Incarnate uses her mythic trait:
"The Bete Noire unleashes a banshee-like shriek to the sky, which becomes audible in your mind. A raspy, high voice can be heard in the darkest corners of your mind: "I AM DONE! I AM DONE! I don't care if you found me funny or not! I don't care if I called you friend or not! I DON'T CARE IF YOU ARE MY PERFECT HOST OR NOT! If I don't deem you worthy of existence...then you can just DROP DEAD!" She begins to well with anger and rage, shrieking and roaring as a plume of energy and blood vapour rises out of her body forming a crest in the air, the pink and red creating an image of a bloodstained bird of paradise. Then realisation hits. This is a suicide attack. She's going to take everyone out...including herself."
Final Solution (Costs 2 Actions): Upon reaching 0 hit points, Bete does not fall unconscious or die. She enters a state of unparallelled insanity. She gains 75 hit points and enters a rage. She is unable to cast spells, but her weapon attacks to an additional +2 damage. In addition, she gains resistance to slashing, piercing and bludgeoning damage. She loses 3 hit points at the end of each turn. When she hits 0 hit point in this stage, she disintegrates, truly ending the nightmare for good.
Description
The true form of the Bete Noire. Having taken shape and characteristics from the various hosts it has taken, this form has not been seen for eons. While this form is smaller and seemingly more emaciated that the original Bete Noire, it makes up for it in sheer unpredictability and wild nature. And you know what they say about starving animals...
Lair and Lair Actions
Bete's lair resides in Thalassophobus, the rose-tinted plane of existence only accessible to herself and the people who foolishly make deals with her. The landscape is distorted to horrific visages and shapes only understandable by Sigmund Freud. As for archetecture, imagine any haunted theme park in literature, then expand it to an world. Why, the damned boat ride there can only be described as It's A Small World but full of death, torture and bloodshed, showcasing all the ways the Bete Noire has backstabbed her previous partners...and the unholy debauched pleasures she enacts with their immortal souls.
Lair Actions
On initiative count 20 (losing initiative ties), Bete Noire - Terror Incarnate takes a lair action to cause one of the following effects; Bete Noire - Terror Incarnate can’t use the same effect two rounds in a row:
- Bete Noire - Terror Incarnate casts phantasmal force (no components required) on any number of creatures she can see within 60 feet of it. While maintaining concentration on this effect, the aboleth can’t take other lair actions. If a target succeeds on the saving throw or if the effect ends for it, the target is immune to the Bete Noire - Terror Incarnate's phantasmal force lair action for the next 24 hours, although such a creature can choose to be affected.
- Unholy darkness spreads from a point Bete Noire - Terror Incarnate chooses within 60 feet of it, filling a 15-foot-radius sphere until she dismisses it as an action, uses this lair action again, or dies. The darkness spreads around corners. A creature with darkvision can’t see through this darkness, and nonmagical light can’t illuminate it. If any of the effect’s area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.
- One creature Bete Noire - Terror Incarnate can see within 120 feet of her must succeed on a DC 15 Charisma saving throw or be banished to a 'soul cage', a different plane of existence Bete has imagined into being to serve as a magical jail cell. To escape, the creature must use its action to make a Charisma check contested by Bete Noire. If the creature wins, it escapes the dream plane. Otherwise, the effect ends on initiative count 20 on the next round. When the effect ends, the creature reappears in the space it left or in the nearest unoccupied space if that one is occupied.
Regional Effects
The land of Thalassophobus is crafted and manipulated by Bete's near-limitless magic and influence, which creates one or more of the following effects:
- Faces of twisted agony and torment are carved into stone terrain and objects within 65 miles of her lair.
- Intelligent creatures are prone to fits of maniacal giggling. Even serious matters seem hysterical.
- Creatures native to the Bete Noire's domain have an easier time hiding; they have advantage on all Dexterity (Stealth) checks made to hide.
- When a evil or Chaotic-aligned creature casts a spell or uses a magical effect that causes another evil or chaotic-aligned creature to regain hit points, the target regains the maximum number of hit points possible for the spell or effect.
If Bete Noire dies, these effects fade over the course of 1d12 days. The taint will gradually leave this land, hopefully changing it back to it's initial state.
Previous Versions
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