The abatadire should be swimming through the cold, lifeless gap between spheres instead of poisoning the material plane with its presence; yet it is. The fifteen-foot-long atrocity resembles an armored, prehistoric fish with plates of polished meteorite, scales of space-dust, and a core of swirling stars. Being entranced by its alien beauty risks missing the aberration's reinforced jaws until it is too late. Non-Euclidian sigils sizzle across its asymmetrical fins and shift as the abatadire rains arcane fury on its foes.
Thawed Terror. Pulled along by an uncanny force, the Groom returns to the frozen wastes of the world again and again. The living golem feels like the hole in his incomplete soul lays somewhere underneath the timeless ice. On one of his forays, the Groom found the remains of the first abatadire but was unable to free it from its frigid tomb. He returned the next summer with a fresh nepethe cult to dig it out. Most of the anarchists perished from the elements during the excavation. Once the construct caressed the ancient 'bones' life, but not as we know it, returned to the abatadire. The Groom passively watched as it devoured what remained of the cult. Then, the living golem smiled for the first time.
Abatadire
huge aberration, chaotic evil
Flight 40ft (hover)
Str 22 Dex 8 Con 16 Int 19 Wis 16 Cha 17
Damage Immunities cold, poison; bludgeoning, piercing, and slashing from non-magical weapons
Condition Immunities frightened, poisoned, prone
Senses darkvision 60ft, passive Perception 13.
Illumination:
The abatadire glows with the strength of a candle at a range of 30ft.
Magic Resistance:
abatadire has advantage on saving throws against spells and other magical effects.
Spellcasting:
The abatadire is a 12th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks), and it needs only semantic components to cast its spells. It has the following wizard spells prepared:Cantrips (at will): Acid Splash, Chill Touch, Friends, Frostbite, Prestidigitation
1st (4 slots): Absorb Elements, False Life, Fog Cloud, Shield
2nd (3 slots): Crown of Madness, Ray of Enfeeblement
3rd (3 slots): Bestow Curse, Gaseous Form, Sending
4th (3 slots): Fire Shield (Cold Shield Only), Ice Storm
5th (2 slots): Cone of Cold, Modify Memory
6th (1 slot): Disintegrate
Actions
Bite:
Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 10 (2d6+6) In addition, the creature must succeed on a DC 16 Intelligence save or suffer from the Lethe Curse. The creature has disadvantage on Initiative and Intelligence saves and skill checks. The Lethe Curse can be removed via the Remove Curse spell and effects like it. This attack counts as a magic weapon.
Devolve Mind (Recharge 6).
The abatadire focuses its alien psyche on a creature of 6 intelligence or higher it can see within 90ft. That creature must make an Intelligence saving throw, DC 16. On failure, its Intelligence becomes 3 for the next minute as it reverts to an animalistic state. The creature struggles to convey all but the basic concepts when speaking, cannot cast spells that require a verbal component, or use tools.An affected creature is also granted the following bonuses: it gains Advantage on Strength checks and Strength saving throws, when it makes a melee weapon attack using Strength it gains +2 bonus to the damage inflicted, it may also Dash as a bonus action.
Dispel Magic, Remove Curse or similar spells will remove this effect.
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