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เ๒ภคՇђ Actions

huge ‫ﻮ‬гєคՇ ๏ภє, chaotic neutral Multiattack.


Ibnath uses Cosmic Revelation if it can and then uses Grasping
Armor Class 18 (natural armor) Tentacle
Hit Points 234 (12d20+48)
Grasping Tentacle.
Speed 40 ft., 40ft. fly
Ibnath extends one tentacle to lash out at one creature it can see
within 120 feet of it. The target must make a DC 18 Strength saving
STR DEX CON INT WIS CHA throw. On a failed save, it takes 22 (3d8 + 10) bludgeoning damage,
30 13 29 22 25 30 is grappled and is pulled up to 30 feet toward Ibnath. On a
(+10) (+1) (+9) (+6) (+7) (+10) successful save, it takes half as much damage and isn't pulled or
grappled. Ibnath can use this ability again on a grappled creature to
automatically pull them 30 feet closer.
Saving Throws Str+15, Dex+6, Con+14, Int+11, Wis+12, Cha+15
Imperfect Protrusions.
Skills Insight+12, Perception+12
Ibnath extends all of its tentacle into the ground and forces them to
Damage Resistances cold, fire, acid, poison, force, necrotic, erupt in a 30-foot radius sphere at a point within 120 feet that it can
lightning see. Each creature inside must make a DC 18 Dexterity saving
throw. On a failed save, it takes 22 (3d8 + 10) piercing damage and
Damage Immunities bludgeoning, piercing and slashing damage is flung 6d10 feet into the air. On a successful save, it takes half as
from nonmagical weapons, radiant, psychic much damage and isn't flung.
Condition Immunities Blinded, Charmed, Deafened, Frightened,
Grappled, Incapacitated, Paralyzed, Petrified, Poisoned, Prone, Cosmic Revelation (Recharge 5-6).
Ibnath projects visions of cosmic horror into the minds of creatures
Restrained, Stunned, Exhaustion of its choice within 120 feet of it. A creature must succeed on a DC
Senses Truesight 120 ft., passive Perception 22 18 Intelligence saving throw or become frightened until the end of
Languages Deep Speech (Telepathy 2 miles) the Ibnath’s next turn. While frightened in this way, a creature is
affected by the 'muddled thoughts' of the Synaptic Static spell.
Challenge 13 (10000 XP)
Proficiency Bonus 5 Reactions
Eldritch Truths. Birth of a Thousand Young.
Ibnath starts Initiative with 5 Eldritch Truths (ET). Each turn, In response to taking piercing or slashing damage, Ibnath gives
Ibnath gains 3 ET. ET can be used to fuel Legendary actions or birth through a wound to an aberration of challenge rating 10 or
Legendary Resistances. Each is worth 1 ET. lower, or 1d4 + 1 aberrations of challenge rating 5 or lower. An
When Ibnath accumulates 10 ET, they will cast Mental Prison on aberration appears in an unoccupied space within 10 feet of Ibnath
each Creature of their choice within one mile (no concentration and acts on its own initiative count.
required). Afterwards, their ET drops to 5.
If using Legendary Resistances or Legendary Actions brings them Legendary Actions
to 0 Axiomata, they are Unconscious. This effect lasts until the
same Initiative is reached when the effect took place the round The เ๒ภคՇђ can take 3 legendary actions, choosing from the
prior.
options below. Only one legendary option can be used at a time and
Otherworldly Absolute. only at the end of another creature's turn. The เ๒ภคՇђ regains
Ibnath has advantage on saving throws against spells and other spent legendary actions at the start of its turn.
magical effects. Its unfathomable shape can't be changed and if it
dies it will reappear somewhere within the Far Realm, inchaote as
all things are.
Move (Costs 1 Action).
Acid Aura. Ibnath moves up to its speed.
At the start of each of Ibnath's turns, each creature within 5 feet of
it takes 9 (3d6) acid damage, and objects softer than adamantine in Grasping Tentacle (Costs 1 Action).
the aura that aren’t being worn or carried dissolve. A creature that Ibnath uses its Grasping Tentacle.
touches Ibnath or hits it with a melee attack while within 5 feet of it
takes 10 (3d6) acid damage. Assimilate (Costs 2 Actions).
Ibnath targets a creature that is has grappled within 5 feet of it. It
Impassable Cartilage. must succeed on a DC 18 Constitution saving throw or take 7d10
Whenever a creature within 5 feet of Ibnath misses with a melee acid damage. If this damage reduces the target to 0 hitpoints, it is
attack against it, the creature takes 5 (1d10) slashing damage. liquefied and absorbed into Ibnath.

Creature Sense.
Ibnath is aware of creatures within 100 miles of it that have an
Intelligence score of 4 or higher. It knows the distance and direction
to each creature, as well as each one's Intelligence score, but can't
sense anything else about it. A creature protected by a mind blank
spell, a nondetection spell, or similar magic can't be perceived in
this manner.
Mythic Actions
If Ibnath's reaches 10 Eldritch Truths, it can start using the option
below as a Legendary Action.

Delirium (Costs 1 Action).


Ibnath causes Short Term Madness in one creature within one mile
it is aware of. They must succeed on a DC 18 Intelligence Saving
Throw or endure the effect for its duration.

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