Living Dimension (5e Creature)

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Living Dimension

Colossal aberration, neutral


Armor Class 13
Hit Points 167 (5d66)
Speed 0 ft., fly 60 ft. (hover)


STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 10 (+0) 22 (+6) 17 (+3) 18 (+4)

Saving Throws Strength +13, Wisdom +14
Skills Perception +14
Damage Immunities bludgeoning, piercing and slashing damage from nonmagical weapons
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, prone, sleep
Senses blindsight 120 ft., passive perception 24
Languages
Challenge 38 (350,000 XP)


Topological Resistance. When the living dimension takes damage, it takes damage equal to the number of damage die and ignores modifiers. For example, if it takes 1d6+3 damage, it instead takes 1 damage; if it takes 5d8 damage, it instead takes 5 damage. Damage of a fixed value instead deals 1 damage.

Legendary Resistance (3/Day). If the living dimension fails a saving throw, it can choose to succeed instead.

Hyperdimensional. At the beginning of each of its turns, if the living dimension has a speed greater than 0, it can choose its size: Medium, Large, Huge, Gargantuan or Colossal. If its new size encompasses other creatures, those creatures must make a DC 25 Dexterity saving throw.

On a successful save, the creature can choose to be pushed back or to the side until it is no longer in the same space as the living dimension. A creature that chooses not to be pushed, or cannot reach an unoccupied space, suffers the consequences of a failed saving throw.

On a failed save, the creature takes 220 (4d10 × 10) force damage and is restrained. The creature remains restrained until it no longer occupies a space with the living dimension, or until it escapes. To escape, the creature takes an action to make a DC 25 Strength check. On a success, the creature enters a space of its choice within 5 feet of the living dimension.

Obliterate. Creatures killed by force damage dealt by the living dimension leave no trace of a body behind, and can only be restored to life with a wish or true resurrection spell.

ACTIONS

Disjoint Touch. Melee Weapon Attack: +17 to hit, reach 5 ft., one creature. Hit: 220 (8d8 × 10) force damage and the target must make a DC 25 Constitution saving throw. On a failed save, the living dimension teleports the target to an unoccupied space within 120 feet.


LEGENDARY ACTIONS

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

Pocket. An unoccupied 5×5 ft. space within 120 feet of the living dimension becomes a spacial pocket. Creatures that move into a pocket must make a DC 25 Dexterity saving throw or be restrained and take 6d6 bludgeoning damage as though they had fell. A restrained creature can use its action to make a DC 25 Strength check. On a success, the creature is no longer restrained and enters a space of its choice within 5 feet of the pocket.

The living dimension can dismiss any number of pockets at the start of its turn, although it is itself immune to their effects.

Fly. The living dimension flies 60 feet.

Rotation Matrix (3 actions). All creatures within 10 feet of the living dimension are teleported 5 feet to a space of the living dimension's choosing. If the creature's new position is further away from the living dimension, the target ages 1d6 years. If the new position is nearer, the target's age is reduced by 1d6 years.

This creature uses the mythic monsters variant rule.

A living dimension is a sentient spacial distortion tethered to the Material Plane, brought into life when the energies of powerful teleportation spells have accumulated. To the living dimension, the Material Plane appears as flat as a map.

Adventurers encountering a living dimension see a complex manifold of distorted light, which is a mere three-dimensional cross-section of the larger being. As the living dimension moves through the world, it appears to shrink or expand as it moves "up" and "down", although it can never disconnect and vanish entirely.

The touch of this creature obliterates. Objects and creatures alike are ground into a fine stream of particles, whisked away into the void of hyperspace.

With no means to communicate, living dimensions regards other creatures as insignificant. They seek interesting spacial or temporal abnormalities, such as portals to the other planes, so may be temporarily amused by adventurers demonstrating gate, time stop or similar spells.

Hyperdimensional Nature

A living dimension does not need to sleep or breathe. It "eats" time and secretes space, which may have regional effects depending on how long the creatures has dwelt in one place. A 100-acre forest that has held a living dimension for many years could contain thousands of acres on the interior, with new growth evident where space has expanded. Visitors leaving the forest after a few days will find that years have passed elsewhere.


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