Cyclone of Oblivion is an immensely powerful and terrifying necromantic spell used to summon a massive black cyclone in a 300-feet radius centered on a point within range. The cyclone appears as an ominous swirling mass of darkness, instilling fear in the hearts of all who witness it.
When the spell is cast, the cyclone instantly kills all living creatures caught within its field of range whose total health pool is 30% less than the caster's maximum health. The affected creatures must make a Constitution saving throw (DC 19) or be instantly killed by the overwhelming force of the cyclone. Beings with no life, such as the undead and constructs like golems, are immune to the instant-death effect of this spell. However, any living players, enemies, or creatures within the area of effect whose health falls below the specified threshold and fail the saving throw will be affected by the devastating power of the Cyclone of Oblivion.
Furthermore, any creatures killed by the cyclone become sacrificial offerings, and the spell has the capability to summon monstrous beings known as "Dark Young" from the void. The number of Dark Youngs summoned is directly proportional to the total number of sacrifices made by the cyclone.
Dark Young Stats:
Dark Young
Size: Huge
Type: Monstrosity
Alignment: Chaotic Evil
Armor Class: 18 (natural armor)
Hit Points: 300 (24d12 + 144)
Speed: 60 ft.
Abilities:
Strength: 26 (+8)
Dexterity: 14 (+2)
Constitution: 22 (+6)
Intelligence: 7 (-2)
Wisdom: 10 (+0)
Charisma: 7 (-2)
Saving Throws: Str +12, Con +10
Skills: Perception +6
Damage Immunities: Necrotic
Condition Immunities: Frightened
Senses: Darkvision 120 ft., passive Perception 16
Languages: Understands Common but can't speak
Challenge Rating: 15 (13,000 XP)
Actions:
Multiattack: The Dark Young can make two Claw attacks.
Claw: Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 32 (4d8 + 8) slashing damage.
Trample: The Dark Young can attempt to trample a creature in its path. The targeted creature must succeed on a DC 20 Strength saving throw or take 28 (4d10 + 6) bludgeoning damage and be knocked prone. On a successful save, the creature takes half the damage and isn't knocked prone.
Aura of Fear: The mere presence of the Dark Young is terrifying. All creatures within 30 feet of the Dark Young must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. The frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Summoning Ritual: Once per long rest, the Dark Young can attempt to summon another Dark Young. It requires sacrificing a creature with a challenge rating of 8 or higher as a ritual that takes 1 hour to complete. The summoned Dark Young appears within 60 feet of the summoner and is loyal to the summoner until death.
Legendary Resistance (3/Day): If the Dark Young fails a saving throw, it can choose to succeed instead.
Dark Devour: As an action, the Dark Young can attempt to devour a creature it has grappled. The target must succeed on a DC 20 Strength or Dexterity saving throw (its choice) or be swallowed by the Dark Young. A swallowed creature is blinded and restrained, has total cover against attacks and other effects outside the Dark Young, and takes 21 (6d6) necrotic damage at the start of each of the Dark Young's turns. If the Dark Young takes 50 or more damage in a single turn from a creature inside it, it must succeed on a DC 20 Constitution saving throw at the end of that turn or regurgitate the swallowed creature, which falls prone in a space within 10 feet of the Dark Young.
Legendary Actions (3/Day):
Terrifying Roar (Costs 3 Actions): The Dark Young emits a horrifying roar. All creatures within 60 feet of the Dark Young must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. The frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
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