Ohnid'Lanor (5e Creature)

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Ohnid'Lanor[edit]

Gargantuan aberration, unaligned


Armor Class 25 (natural armor)
Hit Points 487 (25d20 + 225)
Speed 25 ft.


STR DEX CON INT WIS CHA
30 (+10) 6 (-2) 29 (+9) 3 (-4) 16 (+3) 1 (-5)

Saving Throws Str +17, Con +16, Wis +10
Skills Intimidation +2, Perception +10, Survival +10
Proficiency Bonus +7
Damage Immunities acid, necrotic; bludgeoning, piercing and slashing from nonmagical attacks
Condition Immunities charmed, deafened, frightened, petrified, unconscious
Senses blindsight 120 ft., passive Perception 20
Languages
Challenge 23 (50,000 XP)


Magic Weapons. The ohnid'lanor's weapon attacks are magical.

Solvent Gaze. When a creature starts its turn with line of sight to the ohnid'lanor, or enters the ohnid'lanor's line of sight for the first time on its turn, that creature takes 25 (10d4) acid or necrotic damage (the ohnid'lanor's choice). If a creature is reduced to 0 hit points by this damage, its body begins to melt, and each failed death saving throw made by the creature counts as two failures for as long as it remains in sight of the ohnid'lanor. If a creature dies within sight of the ohnid'lanor, its body fully dissolves into a puddle of organic sludge equal in size to the dead creature, which counts as difficult terrain.
The ohnid'lanor has ten eyes. If an attack hits the ohnid'lanor's head, which is normally 10 feet above the ground and has an AC of 17, one of the ohnid'lanor's eyes is forced shut, and the damage of its Solvent Gaze feature is reduced by 1d4 for each closed eye to a minimum of 0. When the ohnid'lanor starts its turn with one or more eyes closed, it may make a DC 21 Constitution saving throw to reopen 1d6 closed eyes. When the ohnid'lanor has no eyes open, it is blinded until an eye is opened.

ACTIONS

Multiattack. The ohnid'lanor makes three attacks: two with its slam and one with its fist. In place of one slam, it can use its bite.

Slam. Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 37 (6d8 + 10) bludgeoning damage. If the ohnid'lanor is grappling a target in the hand it uses to use its Pummel, the grappled target takes 18 (4d8) bludgeoning damage.

Fist. Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 23 (3d8 + 10) bludgeoning damage and if the target is Large or smaller, it is grappled (escape DC 20). Until this grapple ends, the target is restrained. The ohnid'lanor has two hands, each of which can grapple one target.

Bite. Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 37 (6d8 + 10) piercing damage. If the target is grappled by the ohnid'lanor, the attack automatically hits.


LEGENDARY ACTIONS

The ohnid'lanor 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 ohnid'lanor regains spent legendary actions at the start of its turn.

Focus Gaze. The ohnid'lanor aims all its eyes at one creature it can see. The targeted creature is immediately affected by the ohnid'lanor's Solvent Gaze ability.
Rampage. The ohnid'lanor makes one slam or fist attack. If no target is in reach, the ohnid'lanor may move up to 10 feet towards the nearest creature it can see before making the attack.

Ohnid'lanor are things hailing from the Far Realm. Taking the form of titanic humanoids with red skin, gold stripes, and a spherical head covered in round blue eyes, they drag their legless bodies along with their massive arms, sweeping the area about them with their flesh-melting gazes until they lock onto a living thing smaller or weaker than themselves, at which point they beat it down with their fists and melt it with the red light that blares from their eyes at all times. Then, to heal and satiate themselves, the ohnid'lanor will suck up the resulting sludge off the ground with the toothy maws in each of their palms. No reason for their existence has ever been made clear, but then, the Far Realm makes very little sense to those hailing from the Material Plane in general.

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