Nyarlathotep, The Crawling Chaos (5e Creature)

From D&D Wiki
Jump to navigation Jump to search

Nyarlathotep, The Crawling Chaos[edit]

Medium aberration (shapechanger), chaotic evil


Armor Class 18 (natural armor)
Hit Points 377 (26d12 + 208)
Speed 60 ft.


STR DEX CON INT WIS CHA
17 (+3) 20 (+5) 18 (+4) 28 (+9) 24 (+7) 25 (+7)

Saving Throws Dexterity +13, Charisma +15, Intelligence +17
Skills Deception +15, Perception +15, Investigation +17, Intimidation +15, History +17, Insight +15, sleight of hand +13
Damage Vulnerabilities radiant
Damage Resistances acid, poison
Damage Immunities psychic; necrotic; nonmagical bludgeoning, slashing and piercing damage
Condition Immunities poisoned, stunned, frightened, charmed
Senses truesight 90 ft., passive Perception 20
Languages is able to converse in all known languages
Challenge 25 (75,000 XP)


Legendary Resistance (3/Day). If Nyarlathotep fails a saving throw, he can choose to succeed instead.

Outer God. Nyarlathotep does not age, nor require food, drink, or air.

Shapechanger. Nyarlathotep can use his action to polymorph into a Small or Medium creature it has seen, or back into its true form. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.

Spellcasting. Nyarlathotep is a 20th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 24, +15 to hit with spell attacks). Nyarlathotep has the following warlock spells prepared:

ACTIONS

Beckoning Finger Ranged Spell Attack +15 to hit, reach 60 ft., one creature. Hit: 14 (4d6) psychic damage. The target must succeed on a DC 20 Wisdom modifier or be gravitated towards Nyarlathotep, using all their movement speed and action to move closer to him on their next turn.

Frightening Gaze (Recharge 5-6). Nyarlathotep shows his truly horrific aura to all creatures within 30 feet of him. Each creature within range must make a DC 20 Wisdom saving throw or take 28 (8d6) psychic damage and become frightened for 1 minute. The frightened targets must repeat the saving throw at the end of its next turn. On a success, the effect ends on the target. On a successful save, they take half damage and are not frightened.

REACTIONS

Eldritch Domain. When a creature moves within 20 feet of Nyarlathotep, he can force them to attempt a DC 24 Charisma save. On a failed save, the target's mind and body are suddenly filled with the grotesque images and sounds of eldritch horrors from beyond this earthly realm, making them roll with disadvantage on all saving throws, attack rolls, and ability checks for the next minute. Upon getting at least 60 feet away from Nyarlathotep, this effect ends on the target.

LEGENDARY ACTIONS

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

Cantrip. Nyarlathotep casts a cantrip.

Beckoning Finger (Costs 2 Actions). Nyarlathotep uses his Beckoning Finger.

Induce Madness (Costs 2 Actions). Nyarlathotep focuses his fearful powers on a creature he can see within 10 feet of himself to psych them out of their own mind. The target must succeed on a DC 20 Charisma saving throw or be inflicted with short-term madness.

Ancient Theophancy (Costs 3 Actions). Nyarlathotep calls upon the Great Old Ones and Outer Gods whom he serves and draws on their fearsome latent powers to crush the minds of those foolish enough to stand before him. Each creature within 40 feet of Nyarlathotep drops prone, and must make a DC 24 Constitution saving throw against the great invasion on their minds, taking 27 (6d8) psychic damage on a failed save, or half as much damage on a successful one.

The_Black_Man.jpg
By Jens Heimdahl

Nyarlathotep is a devious Outer God born of Azathoth, the Lord of All Things. Nyarlathotep is a vindictive trickster who delights in suffering and causing it in beings like humans, who he finds simple and feeble-minded. He can take a variety of forms by stealing people's faces, though he also can take his original form of a tall black man. One of the things he carries always is the book of Azathoth, which he tricks people into signing. Like most of the Outer Gods, he induces nightmares and unease in people despite how charming and intelligent he appears.


Back to Main Page5e HomebrewCreatures