This document provides statistics and abilities for a creature called Ibnath. It has high stats and resistances. Its abilities include multiattack with a ranged weapon, forcing targets into an infinite maze-like demiplane, and transforming into a more powerful form called the Great Embryonic One.
This document provides statistics and abilities for a creature called Ibnath. It has high stats and resistances. Its abilities include multiattack with a ranged weapon, forcing targets into an infinite maze-like demiplane, and transforming into a more powerful form called the Great Embryonic One.
This document provides statistics and abilities for a creature called Ibnath. It has high stats and resistances. Its abilities include multiattack with a ranged weapon, forcing targets into an infinite maze-like demiplane, and transforming into a more powerful form called the Great Embryonic One.
This document provides statistics and abilities for a creature called Ibnath. It has high stats and resistances. Its abilities include multiattack with a ranged weapon, forcing targets into an infinite maze-like demiplane, and transforming into a more powerful form called the Great Embryonic One.
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:
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