Vassal of Ged (5e Creature)

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Vassal of Ged[edit]

Large aberration, unaligned


Armor Class 21 (natural armor)
Hit Points 216 (16d10 + 128)
Speed 30 ft.


STR DEX CON INT WIS CHA
26 (+8) 26 (+8) 26 (+8) 1 (-5) 18 (+4) 24 (+7)

Saving Throws Int +1
Proficiency Bonus +6
Damage Resistances cold, fire, lightning
Damage Immunities psychic
Condition Immunities charmed, frightened
Senses passive Perception 14
Languages
Challenge 18 (20,000 XP)


Aberrant Fortitude. If the vassal is subjected to a spell or other magical effect that allows it to make a saving throw to take only half damage it instead takes no damage if it succeeds on the saving throw and only half damage if it fails.

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

Magic Weapons. The vassal's weapon attacks are magical.

ACTIONS

Multiattack. The vassal makes three attacks with its claws, then, if it doesn't already have a creature grappled, it uses its pounce. Then, If its spatial distortion has recharged, the vassal uses it.

Claws. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 21 (2d12 + 8) slashing damage.

Pounce. One creature within 5 feet of the vassal must make a DC 22 Dexterity saving throw or the vassal grapples it. The vassal can only grapple one creature in this way. If a creature drops to 0 hit points while grappled this way, the vassal devours it and it is destroyed.

Spatial Distortion (Recharge 5-6). Until the start of the vassal's next turn, attacks are made against it with disadvantage. Whenever a creature misses the vassal with an attack, the vassal teleports 10 feet (no action).


LEGENDARY ACTIONS

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

Devour. The vassal deals 11 (2d10) piercing damage to one creature grappled by it. The target must succeed on a DC 22 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. A creature slain by this attack is swallowed whole by the vassal. Its body is annihilated and it cannot be returned to life by anything short of a wish spell.
Claws (Costs 2 Actions). The vassal makes an attack with its claws.
Breath of Chaos (Costs 3 Actions). The vassal exhales a 60-foot cone of shimmering, reality distorting gas. Each creature in the area must make a DC 22 Constitution saving throw, taking 18 (4d8) force damage on a failed save and half as much damage on a successful save.

Outside time, space and reality, far from the Material Plane, lurk creatures known as the Old Ones—mightier than the gods themselves, able to defy the very nature of reality and alter time and space with a simple thought. The mightiest of the Old Ones is Ged. Known as the Eternal Hunger, Ged is an endlessly large and endlessly powerful void. If Ged wished, it could consume the entire universe without a second thought. However a 'first thought' would be impossible for Ged, let alone a second: the creature is mindless, just an endless yawning hunger.

Eldritch Transformations. The touch of the Old Ones is capable of warping and changing the inhabitants of the Material Plane to suit their unholy natures. Transformed by pools of chaotic magic where Ged's essence has unwittingly collided with the Material Plane, those touched by the magic of Ged become creatures that look like a terrifying mish-mash of frog, fish and lizard features. These creatures are known as scions of Ged and are predators filled with the eternal hunger of their sire- they stretch their mouths impossibly wide in order to devour their foes.

Mindless Predators. A scion of Ged is a terrifying creature but does not have anything approaching the reality shattering powers of Ged. There do exist rituals, however, to tap into the might of the Old One and draw just a little more of its nigh omnipotent power into an individual. Doing so, however, comes with a terrible price for that person. It strips them of their identity, hurling their minds into the abyss of Ged's might to be torn apart. The resulting creature, known as a vassal of Ged, is all but mindless- driven only by the savage, monstrous hunger of its sire. It hunts, kills and destroys with superhuman might.

Blot on Reality. A vassal of Ged is much like a scion, but much larger and more powerfully built- about the size of an ogre. Its hulking, fish-like form seems to flicker in and out of focus, disappearing and reappearing at intervals, distorting the air around it. Its body is resistant to the effects of magic, its aberrant nature bending and puncturing the natural magical weave- giving it the unusual ability to resist spells and other magical effects that would harm it. The vassal also has the ability to exhale a rippling cone of distortion energy that tears the very fabric of reality to shreds, as well as any creature that gets in the way.

Bane of Mortals. Most commonly vassals of Ged, much like their scion kin, live in secluded spots on the edges of society. They frequently lurk in marshes, swamps and other places with ambient damp and cold. The unnatural influence of a vassal tends to scare off common fauna, leaving the places it haunts deathly quiet and filled with a sense of unease. Even monstrous, dangerous and evil creatures fear to tread where a vassal stalks. Plants and trees wither and fade and an unnatural stench rises from their desiccated remains. From its demesne the vassal will hunt any and all living creatures that get too close. Unlike the scion, a vassal of Ged is a horror capable of devouring almost anything. When it sets itself up in a region, mighty adventurers and powerful mages must be called upon to remove it, or its territory must be written off as uninhabitable.

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