Khaos Abomination
Khaos is the antithesis of ordered creation and does not hold a form willingly. An abomination is an incursion that has stayed in the Prime Plane long enough to accrete local matter into a body. Containing one is a Holy Knight mandate, and at this scale the usual outcome is a sterilized world.
- Physiology
- Aberration
- Size
- Gargantuan
- Speed
- 40 ft., fly 40 ft. (hover)
- Armor class
- 18 (accreted matter)
- Hit points
- 214 (13d20 + 78)
- Proficiency
- +4
- STR 24 +7 save +7
- DEX 14 +2 save +2
- CON 23 +6 save +10
- INT 15 +2 save +2
- WIS 16 +3 save +7
- CHA 18 +4 save +8
- Skills
- Perception +7
- Passive Perception
- 17
- Senses
- truesight 120 ft., telepathy 120 ft.
- Languages
- Netherspeech
- Damage resistances
- cold, fire, lightning, psychic
- Damage immunities
- rift, poison
- Condition immunities
- charmed , frightened , prone , decompressed , poisoned
- Found in
- Rift Breach , Settlement
Spells
Channels with CHA. Save DC 16, spell attack +8 .
The abomination does not cast in any known tradition. Its spells are indistinguishable from channeling in effect.
- At will Grasp , Chill Touch
- 3/day each Confusion , Phantasmal Force
- 1/day each Disintegrate , Flesh to Stone
Traits
-
Legendary Resistance
Twice per day, when it fails a saving throw, it can choose to succeed instead.
-
Unmaking Presence
A creature that starts its turn within 20 feet takes 3d6 psychic damage and has disadvantage on its next saving throw.
Actions
-
Rending Mass
+11 to hit · reach 20 ft.
2d8 + 7 rift damage
Three attacks. A creature hit by two or more in a turn takes an extra 3d6 psychic damage.
-
Unravel
DC 18 Constitution save
Each creature within 30 feet takes 12d8 force damage on a failed save, or half as much on a success. A creature reduced to 0 hit points by this is destroyed outright, leaving nothing behind that a spell could work from. Recharges on a 5 or 6.
-
Accrete Reaction
When the abomination takes damage from a source it can perceive, it gains temporary hit points equal to half the damage dealt, drawn from the nearest unattended matter.
-
Reform Legendary
The abomination moves up to half its speed. It can pass through a space one size smaller than itself and takes no opportunity attacks doing it.
-
Unmaking Regard Legendary
DC 16 Wisdom save
One creature within 30 feet makes a Wisdom saving throw or takes 3d8 psychic damage and has disadvantage on its next saving throw.
-
Shed the Body Legendary
DC 16 Wisdom save
Costs two legendary actions. The abomination sheds its current body and forms another from the surroundings. It ends every condition on itself, and each creature within 20 feet makes a Wisdom saving throw or is Frightened until the end of its next turn.