Lord Blacksun (5e Creature)
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Medium aberration (formerly human), neutral evil
Saving Throws Int +14, Wis +11, Dex +11, and an additional +2 on all Saving Throws due to Ring of Protection +2; advantage on all Saving Throws (see Knowing below)
Arkham Orb. Lord Blacksun wields an Arkham Orb, which is his spellcaster focus and which provides +2 to his spell attacks and increases his spell save DC by +2. It requires attunement by an evil spellcaster.
Ring of Protection +2.
Cobra Crown. Blacksun wears the Cobra Crown, an ancient artifact: The Cobra Crown appears as a diamond encrusted circlet or crown, with a cobra head emerging from the band at the front. It requires attunement by a wizard, sorcerer, or any character who is a follower/worshipper of one of the Great Old Ones or “Other Gods” of the Cthulhu mythos. The “cobra” depicted by the crown is actually an alien and extinct creature not known on Earth, but this fact is not known by any except the Great Old Ones and their predecessors, and is not relevant to its use. Attunement to the Cobra Crown affords the following capabilities:
• +1 on all ability checks
• Immunity to the effects of space & vacuum, including the lack of oxygen (but not to cold temperatures in normal atmosphere, and not to cold-based spells in the vacuum of space). This does not confer any special movement capability in the vacuum of space.
• Ability to speak/understand/communicate in Tongue of the Great Old Ones, Deep Speech, Elder Thing, and other Cthulhu mythos creature languages at the DM’s discretion.
• As an action, ability to recognize immunities, resistances, and vulnerabilities of up to three opponents within 90’ that the user can see. This ability includes recognition of these features granted by possession of magic items (i.e. ring of resistance), but not the fact that an item is conferring the power.
• Once per long rest, as an action, the ability to alter reality in a 90’ radius. All creatures involved in engagement with the caster (i.e. in combat, in sight, reacting to sounds of battle, etc), including allies, enemies, and “neutrals”, are “taken back” two turns, starting with the caster’s turn. Only those creatures within the radius of effect will have a fleeting memory of what transpired in the 2 “lost” turns. Involved creatures outside the area of effect will attempt to repeat their actions to the best of their abilities, even if those actions no longer make a great deal of sense. Those in the area of effect can choose entirely different actions based upon their knowledge of what did (could? might?) transpire.
Alert. Lord Blacksun gains a +5 bonus to initiative, and due to his Lore Mastery, he uses his Intelligence bonus rather than dexterity for initiative checks, for a total of +13 (+14 with the Cobra Crown). He cannot be surprised while conscious. Other creatures don’t gain advantage on attack rolls against him as a result of being hidden.
Knowing. Lord Blacksun has advantage on attack rolls, ability checks, and saving throws. Additionally, other creatures have disadvantage on attack rolls against Blacksun.
Endless Soul. Should Lord Blacksun die, his soul will enter a body and will return to life at dawn as if affected by true resurrection, but with one level of exhaustion and a temporary madness from the long-term madness table (D&D Wiki, Homebrew Background, Endless Soul). When he dies, his body and all of his belongings phase away out of existence until he comes back with all of his belongings. If his body was destroyed, a new similar body will form out of nothingness. Roll a 2d20 to determine how many miles away the resurrected body will be from the location of his death.
Magic Weapons. Blacksun’s tentacle attacks are magical.
Arcane Recovery. Once per day when Blacksun finishes a short rest, he can choose expended spell slots to recover. The spell slots can have a combined level of 10 or less, and none of the slots can be 6th level or higher.
Signature Spells. Lord Blacksun uses Fireball and Lightning Bolt as his signature spells. He always has these spells prepared, they don’t count against the number of spells he has prepared, and he can cast each of them once at 3rd level without expending a spell slot. When he does so, he can’t do so again until he finishes a short or long rest.
Irresistible Offense. Blacksun’s offensive spells bypass the damage resistance of any creature
Evoker. Blacksun has the following Evocation capabilities: Evocation Savant. Sculpt Spells. (# creatures protected = 1 + spell’s level) Potent Cantrip. (when a creature succeeds on a saving throw against a cantrip, the creature takes half the cantrip’s damage (if any) but suffers no additional effect from the cantrip) Empowered Evocation. (adds Intelligence modifier to one damage roll of any wizard evocation spell he casts) Overchannel. (can deal max spell damage for spells level 1-5, w/penalty... see PH).
Lore Master. Blacksun has the following Lore Mastery capabilities: Spell Secrets. When Blacksun casts a spell with a spell slot and the spell deals acid, cold, fire, force, lightning, necrotic, radiant, or thunder damage, he can substitute that damage type with one other type from that list (can change only one damage type per casting of a spell). He replaces one energy type for another by altering the spell’s formula as he casts it. When casting a spell with a spell slot and the spell requires a saving throw, he can change the saving throw from one ability score to another of his choice. Once he changes a saving throw in this way, he can’t do so again until he finishes a short or long rest. Alchemical Casting. When Blacksun casts a spell with a spell slot, he can expend one additional spell slot to augment its effects for this casting, mixing the raw stuff of magic into the spell to amplify it. The effect depends on the spell slot expended. An additional 1st-level spell slot can increase the spell’s raw force. If he rolls damage for the spell when he casts it, increase the damage against every target by 2d10 force damage. If the spell can deal damage on more than one turn, it deals this extra force damage only on the turn on which cast the spell. An additional 2nd-level spell slot can increase the spell’s range. If the spell’s range is at least 30 feet, it becomes 1 mile. An additional 3rd-level spell slot can increase the spell’s potency. Increase the spell’s save DC by 2.
Spellcasting. Lord Blacksun’s spellcasting ability is Intelligence (spell save DC 24, +16 to hit with spell attacks (includes Arkham Orb)). He has advantage on spell attack rolls (see Knowing above). Lord Blacksun has the following spells prepared:
At will, at their lowest level: misty step, shield
1/rest each at their lowest level, without expending a slot: fireball, lightning bolt
Cantrips (at will): acid splash, dancing lights, fire bolt, minor illusion, ray of frost
1st level (4 slots): comprehend languages, detect magic, magic missile, shield
2nd level (3 slots): darkness, invisibility, knock, misty step
3rd level (3 slots): counterspell, dispel magic, fireball, lightning bolt, protection from energy
4th level (3 slots): arcane eye, banishment, greater invisibility, ice storm, wall of fire
5th level (3 slots): cone of cold, dominate person, hold monster, passwall, wall of stone
6th level (2 slot): chain lightning, disintegrate, globe of invulnerability
7th level (2 slot): finger of death, plane shift, teleport
8th level (1 slot): maze, sunburst
9th level (1 slot): time stop
Multiattack. Lord Blacksun can make two melee attacks with his tentacles and perform a bonus action, or cast a spell and make a bonus tentacle attack. He has advantage on all attack rolls (see Knowing above).
Tentacle Attack: +10 to hit, reach 10 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage.
Blacksun was once a human wizard, but any vestige of his humanity is but a distant memory. As a Spawn of the Old Ones, Lord Blacksun appears as a horrid and twisted vaguely humanoid entity, with tentacles growing all over his body, and lizard-like wings. He has dedicated his life and skills to the spread of (neutral) evil, and to the return of the Old Ones, particularly Cthulhu. His dislike/fear of water has been his greatest impediment to speeding Cthulhu’s return.