You rend reality’s veil and beckon an Ancient Great One—a colossal, otherworldly avatar of incomprehensible power—to your side. The Great One manifests in an unoccupied space you can see within range. It obeys your mental commands (no action required), moving and using its abilities to obliterate your enemies.
Ancient Great One Stat Block (Summoned)
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Armor Class: 23 (natural carapace)
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Hit Points: 350 (28d12 + 140)
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Speed: 40 ft., fly 60 ft. (hover), swim 60 ft.
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Saving Throws: Con +16, Int +18, Wis +14
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Skills: Arcana +20, Perception +14, Survival +14
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Damage Resistances: Bludgeoning, Piercing, Slashing from nonmagical attacks
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Damage Immunities: Cold, Lightning, Psychic; Poison
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Condition Immunities: Charmed, Exhaustion, Frightened, Paralyzed, Poisoned
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Senses: Truesight 120 ft., Tremorsense 60 ft., passive Perception 24
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Languages: Telepathy 120 ft. (understands all languages)
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Challenge: 30 (155,000 XP)
Legendary Actions (3/round)
The Great One can take up to three legendary actions, choosing from:
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Mind Slash. One creature it can see within 60 ft. takes 4d10 psychic damage (no save).
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Warping Visage (Costs 2). One creature within 30 ft. must succeed on a DC 20 Wisdom save or become stunned until end of its next turn.
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Tentacle Strike (Costs 2). Melee Weapon Attack: +18 to hit, reach 15 ft., one target. Hit: 4d12 + 8 bludgeoning + 4d10 psychic damage.
Actions
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Eldritch Obliteration (Recharge 5–6): The Great One unleashes a 300-ft. cone of searing otherworldly energy. Each creature in the area must make a DC 20 Dexterity saving throw, taking 20d12 force + 20d12 psychic damage on a failed save, or half as much on success.
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Reality Tear (1/day): The Great One warps space around a point within 120 ft., opening a rift. All creatures in a 60-ft. radius sphere must succeed on a DC 20 Constitution save or be pulled through the rift and scattered to random planes (as plane shift effect); on success they take 10d10 force damage and are stunned 1 round.
The Ancient Great One acts on your initiative immediately after you. It follows your telepathic commands (no action required). If you fall unconscious or lose concentration, the Great One remains for 1d6 more rounds before dissolving back into the void.
Casting this spell increases the Great One’s hit points by 70 and its Eldritch Obliteration damage to 25d12 + 25d12 permanently even if dead
Available for Classes: Blood Hunter
* - until dead ** - (a fragment of an alien monolith worth at least 10,000 gp, consumed)
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