Haven the Desolate Calamity (5e Creature)

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Avatar of Haven the Desolate Calamity[edit]

Medium aberration (harbinger), neutral evil


Armor Class 33 (ashen plate)
Hit Points 2175 (50d66 + 500)
Speed 300 ft., burrow 300 ft., climb 300 ft., swim 300 ft.


STR DEX CON INT WIS CHA
30 (+10) 22 (+6) 30 (+10) 24 (+7) 30 (+10) 30 (+10)

Saving Throws Str +38, Dex +20, Con +38, Int +21, Wis +38, Cha +24
Skills Arcana +21, Athletics +38, Deception +24, History +21, Insight +24, Intimidation +38, Investigation +21, Perception +38, Persuasion +24, Religion +35, Survival +24
Damage Resistances force, thunder; bludgeoning, piercing and slashing damage from magical attacks
Damage Immunities acid, necrotic, poison, psychic; bludgeoning, piercing and slashing damage from nonmagical attacks
Condition Immunities charmed, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, stunned, surprised
Senses blindsight 1 mile (blind outside of this range), tremorsense 1 mile, passive Perception 46
Languages all, telepathy 18 miles
Challenge 50 (1,220,000 XP)


Brave New World (recharges 6). The first time Haven drops to 0 hit points and doesn't regenerate, it immediately regains all of its hit points, along with all uses of its Innate Spellcasting and Legendary Resistance features. Haven then immediately takes another turn.

Divine Power. Haven's attacks and effects ignore the resistances and immunities of creatures CR 30 and below. Haven's attacks and effects targeting creatures of CR 31 and above ignore resistances and treat immunities as resistance (condition immunities provide advantage in lieu of immunity).

Prescient. Haven cannot be surprised and always goes first in initiative order.

Reflective Iron. Any time Haven is targeted by a magic missile spell, a line spell, or a spell that requires a ranged attack roll, roll a d6. On a 1 to 5, it is unaffected. On a 6, it is unaffected, and the effect is reflected back at the caster as though it originated from Haven, turning the caster into the target.

Eternal Form. Haven's ability scores and maximum hit points can't be reduced. It is immune to disease and magic can't put it to sleep. It can't be possessed, surprised, or affected by spells and other magical effects that would destroy or alter its form against its will, banish it, or instantly cause it to die or drop to 0 hit points.

Marked for Death. For every succesful melee attack Haven lands on a creature, Haven's attack and damage rolls against that creature increase by +2. This effect can stack indefinitely, and resets at the start of each of Haven's turns.

Shield of Fate. Haven is permanently under the effects of the Foresight and Mind Blank spells. These effects are not considered magical and cannot be dispelled.

Stolen Vision. When a creature enters within 1 mile of Haven for the first time or starts their turn within that radius, Haven can force it to make a DC 32 Wisdom saving throw, and gains the ability to see through the creature's eyes on a failure. A creature can choose to willingly fail the saving throw. The effect ends if the creature is no longer on the same plane of existence as Haven, Haven chooses to end the effect, or after 24 hours. A creature can make the saving throw again at the start of each of its turns as an action. A creature is immune to the effect for 24 hours if it succeeds on the saving throw, and a creature cannot be targeted by the effect if it has no eyes.

Tainted Blood. Any creature that lands a melee attack on Haven or is within 5 ft of a creature that lands a melee attack on Haven takes 40 (8d8) poison damage + 40 (8d8) necrotic damage.

Absorb Magic. Haven feeds on magic, and absorbs magic it touches, whether it takes the form of spells cast at it, magic items it touches, or even spellcasters. This has the following effects, which Haven may choose to have not apply to individual creatures and items:

• Haven absorbs damaging spells cast at it, permanently gaining hit points equal to the damage the spell would have dealt. The only exceptions are cold and fire spells, which deal damage and then dissipate at the end of Haven's turn.

• Haven absorbs nondamaging spells cast at it, gaining 1 hit point per level of the spell. Haven is immune to echantment and illusion spells.

• If Haven touches a magic item with charges or continues to touch it at the start of its turn, it drains 1d4 charges.

• if Haven touches a magic item without charges or continues to touch it at the start of its turn, it negates the powers of the item as long as it remains in contact with it. After the item stops being in contact with Haven, its effects are still negated for 1d4 rounds.

• Artifacts do not operate while in contact with Haven and for 1 round thereafter.

• Creatures with the Spellcasting feature lose one prepared spell, determined randomly, upon initial contact with Haven. Each round the creature remains in contact with the creature, it loses an additional randomly selected spell. Each time the creature loses a spell in this manner, it must make a Wisdom saving throw (DC 32) or suffer the effects of a feeblemind spell.

Innate Spellcasting. Haven's spellcasting ability is Charisma (spell save DC 32, +24 to hit with spell attacks). It can innately cast the following spells, requiring no material or somatic components:

At will: banishment, bestow curse, crown of madness, dominate monster(9th level), geas(9th level), plane shift (self only), telekinesis, teleport (self only), feeblemind, gate, sequester, imprisonment (hedged prison & slumber only)

Legendary Potency. When a creature uses legendary resistance to save against an effect caused by Haven, it can force that creature to make the saving throw as normal. It can also counterattack a legendary creature that uses a legendary action to attack it.

Legendary Resistance (5/day). If Haven fails a saving throw, it can choose to succeed instead.

Regeneration. Haven regains 60 hit points at the start of its turn. If it takes more than 100 radiant damage, this trait doesn't function at the start of its next turn. Haven dies only if it starts its turn with 0 hit points and doesn't regenerate.

ACTIONS

Multiattack. Haven makes any five attacks.

The Iron Harbinger. Melee Weapon Attack: +27 to hit, reach 10 ft., one target. Hit: 57 (6d12 + 15) slashing damage + 42 (6d12) bludgeoning damage. This attack deals an additional 1d6 necrotic damage. This damage increases by 1d6 for each challenge rating the creature has above 1 (creatures with challenge rating less than 1 are unaffected). This damage bypasses resistances and immunities and cannot be reduced in any way. Haven can choose to throw the glaive (range 300/600 feet) to deal an additional 36 (6d10) slashing damage, and call it back as a bonus action. Additionally, when Haven rolls to hit against a creature or object with The Iron Harbinger, Haven also rolls to hit all creatures within 20 ft of the targeted creature with the same attack.

Terrible Word. Ranged Magic Attack: +24 to hit, reach 300 ft., one target. Hit: 60 (10d10) psychic damage.

Shrapnel Blaze (Recharge 4-6). As an action, Haven stabs The Iron Harbinger into the ground, causing shrapnel to shoot up from the ground around Haven and fly around it within a 120 ft radius. Any creature that enters that radius for the first time or starts their turn in that radius must make a DC 22 Dexterity saving throw, taking 18 (3d10) slashing damage + 15 (3d8) fire damage on a failed save, or half as much on a succesful one. This effect lasts until the start of Haven's next turn.

Hail of Blades (Recharge 6). As an action, Haven causes blades to appear and fall around it in a 180 ft radius. Any creature within the radius must make a DC 32 Dexterity saving throw, taking 42 (6d12) piercing damage on a failed save, or half as much on a succesful one. A creature that fails the saving throw is additionally knocked prone.

Scream of Eternal Sorrow (Recharge 5-6). As an action, Haven releases a powerful scream carrying with it undertones of powerful magic. Every creature within 1 mile of Haven that can hear it must make a DC 32 Wisdom saving throw or become frightened of Haven for 1 hour and gain a form of short term madness. A creature that rolls a natural one on their save is instead frightened of Haven for 1 day, and gains a form of indefinite madness. Any nonmagical glass or otherwise fragile nonmagical materials within the radius of this ability shatter from the scream.

Teleport. Haven magically teleports, along with any equipment it is wearing and carrying, up to 1 mile to an unoccupied space.


LEGENDARY ACTIONS

The Haven the Desolate Calamity can take 5 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 Haven the Desolate Calamity regains spent legendary actions at the start of its turn.

Attack. Haven makes 4 attacks with The Iron Harbinger.

Spellcasting. Haven uses its Innate Spellcasting feature.

Teleport. Haven uses its Teleport action.

Blood Let (2 actions). Haven spills it's blood upon the ground around it. Haven takes 20 damage, and every creature within 30 ft of it must succeed on a DC 32 Dexterity saving throw, taking 15 (3d8) poison damage + 15 (3d8) necrotic damage on a failed save or half as much on a succesful one. Creatures that fail the save will continue to take the damage at the start of every turn without a save. This effect can be ended by taking an action to wash off the blood.

Visions From The Beyond (5 actions). Every creature that is under the effects of Haven's Stolen Vision feature takes 21 (3d12) necrotic damage, and their eyes begin to bleed. A creature continues to takes this damage at the start of each of their turns. If a creature is killed by this ability or damaged by this ability 5 consecutive times, it's eyes explode, causing the creature to take an additional 30 (5d10) force damage. If a creature's eyes are destroyed through this ability, they can be recovered only through the use of a Wish spell, but not divine intervention.

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