Ialdabaoth (5e Creature)

From D&D Wiki
Jump to navigation Jump to search

Ialdabaoth[edit]

Demiurge.jpg

Gargantuan celestial, lawful evil


Armor Class 23 (natural armor)
Hit Points 574 (28d20 + 280)
Speed 60 ft., burrow 60 ft., fly 200 ft., swim 200 ft.


STR DEX CON INT WIS CHA
26 (+8) 18 (+4) 30 (+10) 28 (+9) 30 (+10) 26 (+8)

Saving Throws Str +18, Dex +14, Con +20, Int +19, Wis +20, Cha +18
Skills Insight +20, Intimidation +18, Perception +20, Persuasion +18
Proficiency Bonus +10
Damage Immunities cold, force, poison, psychic, radiant, thunder
Condition Immunities charmed, deafened, frightened, paralyzed, poisoned, stunned
Senses blindsight 60 ft., darkvision 120 ft., passive Perception 30
Languages Celestial, Common, Draconic
Challenge 30 (155,000 XP)


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

ACTIONS

Multiattack. Ialdabaoth can use its Presence of Dominance. It then makes four attacks: one with its bite and two with its claws and one with its tail attack.

Bite. Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 24 (7d6) psychic damage. Ialdabaoth regains hit points equal to psychic damage dealt.

Claw. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 15 (2d6 + 8) slashing damage plus 24 (7d6) psychic damage. Ialdabaoth regains hit points equal to psychic damage dealt.

Tail. Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage. If the target is a creature it must succeed on a DC 20 Strength saving throw or be knocked prone.

Presence of Dominance. Each creature of Ialdabaoth's choice that is within 120 feet of Ialdabaoth and aware of it must succeed on a DC 27 Wisdom saving throw or become stunned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to Ialdabaoth's Presence of Dominance for the next 24 hours. If a creature fails this saving throw three times then it is dominated by Ialdabaoth, as if it were affected by a dominate monster spell that lasts until it is dispelled (save DC 27).

Breath of the Tyrant (Recharge 5-6). Ialdabaoth exhales energy in a 90-foot cone. Each creature in that area must make a DC 26 Dexterity saving throw, taking 91 (26d6) cold, force, psychic, radiant or thunder damage (Ialdabaoth's choice) on a failed save, or half as much damage on a successful one.


LEGENDARY ACTIONS

Ialdabaoth 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. Ialdabaoth regains spent legendary actions at the start of its turn.

Tail Attack. Ialdabaoth makes a tail attack.
Celestial Shield (Costs 2 Actions). Ialdabaoth manifests a sphere of force around itself that protects itself; it gains 77 temporary hit points until the start of its next turn. A creature that attacks Ialdabaoth while it has these temporary hit points takes 20 cold, force, psychic, radiant or thunder damage (Ialdabaoth's choice).
Psychic Nova (Costs 3 Actions). Ialdabaoth unleashes a psionic shockwave. Each creature within 15 feet of Ialdabaoth must succeed on a DC 25 Intelligence saving throw or take 25 (7d6) psychic damage and become paralyzed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Ialdabaoth may then teleport to an unoccupied space within 200 feet of it, along with any equipment it is wearing or carrying.

A powerful psionic entity from the great beyond that has declared itself the creator god of the prime material world it dwells on at the moment. Ialdabaoth was said to have come from the stars and is served by a host of angelic slaves who do its bidding as the celestial tyrant dominates the material world it dwells in. Ialdabaoth is also known as the Demiurge or Zithar, the architect and it demands its followers to worship it and worship it alone, to only make love to create more children, that if they perform sins like stealing food or water, cursing or not going to worship each day then they must chastise themselves and join its army of zealots and flagellants. Ialdabaoth wants to destroy all other religions and become the sole ruler of the world to become a greater god. Those who it finds lacking must burn themselves alive in the holy immolation. All forms of magic that are not divine magic are seen as heresy and a direct challenge to Ialdabaoth.

Immortal Nature. Ialdabaoth doesn't require food, drink, or sleep.

0.00
(0 votes)

Back to Main Page5e HomebrewCreatures