Ibnath

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เ๒ภคՇђ Actions

‫ﻮ‬гєคՇ ๏ภє, chaotic neutral Multiattack.


Ibnath makes four attacks with Iridescent Schism.
Armor Class 18 (natural armor)
Hit Points 180 (12d20+48) Iridescent Schism.
Speed 40 ft., 40ft. fly Ranged Weapon Attack:+10, Range 120 ft., one target
Hit: 11 (1d12 + 5) radiant damage
STR DEX CON INT WIS CHA
12 13 18 8 20 20 Inchaote Expulsion (Recharge 6).
(+1) (+1) (+4) (-1) (+5) (+5) Ibnath attempts to erase reality in a 90-foot line that is 5 feet wide.
Each creature in that line must make a DC 17 Dexterity saving
throw, taking 42 (5d6+20) lightning damage and 42 (5d6+20) force
Saving Throws Int+4, Wis+10, Cha+10 damage on a failed save, or half as much damage on a successful
one. If this damage reduces the target to 0 hit points, it is
Skills Insight+10, Perception+10 disintegrated, as per the disintegrate spell.
Damage Resistances cold, fire, acid, poison, force, necrotic,
lightning Eldritch Frontier (0 hitpoints or 10 Axiomata).
Damage Immunities bludgeoning, piercing and slashing damage Creatures of Ibnath's choice are transported to a demiplane that can
be entered by no other means except a wish spell. A creature can
from nonmagical weapons, radiant, psychic leave the demiplane only by using magic that enables planar travel,
Condition Immunities Blinded, Charmed, Deafened, Frightened, such as the plane shift spell. The demiplane is an infinite
Grappled, Incapacitated, Paralyzed, Petrified, Poisoned, Prone, labyrinthine expanse of loathsome shapes, structures of dizzying
heights, and cyclopean masonry filled with horrible images and
Restrained, Stunned, Exhaustion hieroglyphs. If Ibnath dies, creatures it trapped inside the demiplane
Senses Truesight 120 ft., passive Perception 20 appear around it in unoccupied spaces.
Languages Deep Speech (Telepathy 2 miles)
Challenge 13 (10000 XP) Legendary Actions
Proficiency Bonus 5 The เ๒ภคՇђ can take 5 legendary actions, choosing from the
options below. Only one legendary option can be used at a time and
Gestation. (Mythic Trait; Recharges after a Short or Lon… only at the end of another creature's turn. The เ๒ภคՇђ regains
If Ibnath is reduced to 0 hit points, it doesn't die or fall unconscious. spent legendary actions at the start of its turn.
Instead, its uses Eldritch Frontier and transforms into the Great
Embryonic One, Ibnath.

Axiomata. Move (Costs 1 Action).


Ibnath starts Initiative with 5 Axiomata. Each turn, Ibnath gains 3 Ibnath moves up to its speed.
Axiomata. Axiomata can be used to fuel Legendary actions or
Legendary Resistances. Each is worth 1 Axiom.
When Ibnath accumulates 10 Axiomata, they will use Gestation. Iridescent Schism (Costs 1 Action).
Afterwards, their Axiomata drops to 5. The Embryonic One uses its Iridescent Schism.
When they use Gestation as a result from reaching 10 Axiomata,
they add their remaining hitpoints to their new hit point total as Eldritch Warp (Costs 1 Action).
temporary hitpoints. If using Legendary Resistances or Legendary Ibnath teleports up to 120 feet to an unoccupied space it can see.
Actions brings them to 0 Axiomata, they are Unconscious. This Each creature within 20 feet of the spawn before it teleports must
effect lasts until the same Initiative is reached when the effect took each make a DC 18 Dexterity saving throw, taking 17 (3d8+5)
place the round prior. lightning damage and 17 (3d8+5) force damage on a failed save, or
half as much damage on a successful one.
Otherworldly Absolute.
Ibnath has advantage on saving throws against spells and other Psionic Shield (Costs 2 Actions).
magical effects. Its unfathomable shape can't be changed and if it Ibnath surrounds itself with a barrier of eldritch energy. It gains a
dies it will reappear somewhere within the Far Realm, inchaote as +5 bonus to AC and has resistance to damage from spells until the
all things are. start of its next turn.

Creature Sense. Cast a Spell (Costs 2 Actions).


Ibnath is aware of creatures within 100 miles of it that have an Ibnath casts one spell from its Innate Spellcasting trait.
Intelligence score of 4 or higher. It knows the distance and direction
to each creature, as well as each one's Intelligence score, but can't
sense anything else about it. A creature protected by a mind blank Mythic Actions
spell, a nondetection spell, or similar magic can't be perceived in
this manner. If Ibnath's reaches 10 Axiomata, it can use the option below as a
Legendary Action.
Innate Spellcasting (Psionics).
Ibnath's spellcasting ability is Wisdom (spell save DC 18). Ibnath
can innately cast the following spells, requiring no components:

1/day each: Mental Prison, Scatter, Reverse Gravity, Feeblemind


2/day each: Far Realm Visitation, Phantasmal Killer, Synaptic Gestation (Costs 1 Action).
Static, Telekinesis, Enervation, Wall Of Force Ibnath uses Eldritch Frontier and transforms into the Great
3/day each: Oracle of Horkasarx, Call the Far Realm Horror, Embryonic One, Ibnath.
Constellate

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