Gehenna (5e Creature)

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Gehenna[edit]

Medium aberration, neutral evil


Armor Class 25 (natural armor)
Hit Points 733 (58d20+464)
Speed 120 ft, fly 240 ft (hover), climb 60 ft, swim 60 ft


STR DEX CON INT WIS CHA
23 (+6) 30 (+10) 26 (+8) 30 (+10) 27 (+8) 23 (+6)

Saving Throws Intelligence (+19) and Dexterity (+19)
Skills Arcana: (+19), History (+20), Investigation (+20), Perception (+18), Persuasion (+16), Deception (+16), Stealth (+20)
Damage Immunities bludgeoning, slashing, piercing damage from non legendary or artifact weapons, necrotic, cold, physic, poison, force damage
Condition Immunities poisoned, exhausted, prone, restrained, charmed, unconscious, stunned, petrified, paralyzed, incapacitated
Senses passive Perception 28, truesight, blindsight 240 ft
Languages all, Telepathy 240 ft
Challenge 30 (155,000 XP)


Confusing Shadows. Any melee attack made against Gehenna is made with disadvantage.

Unreadable Mind. Gehenna’s thought and memories cannot be altered, replaced, deleted, or viewed by any means, and any creature that tries to do so or inflict physic damage on Gehenna must succeed on a DC 25 Wisdom check or take 10d10 physic damage, bypassing all resistances and immunities.

Multiattack. Gehenna can attack 10 times every turn.

Unholy Regeneration. Unless Gehenna is in direct sunlight, he regains 30 hit points at the start of each turn. Whenever someone tries to deal necrotic damage to Gehenna, he instead takes no damage and is healed for the same amount.

Gehenna’s Madness. Whenever a creature looks directly at Gehenna’s eyes, the creature must succeed on a DC 25 Wisdom check or be charmed indefinitely by Gehenna and gain a form of indefinite madness. These effects can only be undone by a wish spell or divine intervention. The charmed creature obeys Gehenna’s orders without question, even if the order is an obvious risk to their own life.

ACTIONS

Necrotic Blast. Ranged Magic Attack: +19 to hit, reach 60 ft., 2 targets. Hit: 70 (5d12 + 10) necrotic damage + 60 (5d12 + 10) force damage.

Abyssal Claw. Melee Weapon Attack: +20 to hit, reach 10 ft., 1 target. Hit: 30 (4d12 + 6) slashing damage + 36 (5d12 + 6) necrotic damage.

Spellcasting. Gehenna can cast any spell from the school of Necromancy, requiring no material or verbal components. The time for casting each spell becomes one action unless it is already one action or faster.

Teleportation. Gehenna teleports to any shadow or dark area within a 1 mile radius.

REACTIONS

Consume Healing. When another creature Gehenna is aware of regains hit points, he can attempt to take the healing for himself. The creature must make a DC 22 Constitution saving throw. On a failed save, it takes 1d8 necrotic damage for every 5 hit points it regained. On a successful save, it takes half as much damage. Regardless, Gehenna regains hit points equal to the damage the creature takes.

LEGENDARY ACTIONS

The Gehenna 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 Gehenna regains spent legendary actions at the start of its turn.

Abyssal Slash. Melee Weapon Attack: +20 to hit, reach 20 ft., 5 targets. Hit: 69 (9d12 + 10) slashing damage + 45 (6d12 + 6) necrotic damage.

(2/day, Costs 3) Instantaneous Death. Gehenna casts Power Word Kill.

Gehenna was created during the dawn of the multiverse, back when no cosmic laws existed. He retreated to the deep caverns of the world and slowly consolidated power, not risking destruction. After the laws of the multiverse were created, Gehenna had to take a physical form, that of a light grey-skinned man with pointed white teeth, light grey irises, black nails, lips and hair, and his entire form releases pure darkness. After eons of remaining in the darkness, Gehenna finally went to the upper world. Gehenna now resides in the ancient ruins of a long-forgotten palace, hidden in the mountains.



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