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Nephurzaluz, the Hand of the Cosmos




Towering at thirty-five feet tall, the red-skinned hand is dotted with mismatched eyes ranging from five to ten feet around. The largest of these organs gazes from the tip of each of its six fingers. Some of the eyes appear to be from various humanoids, others from a myriad of beasts, and the last from hitherto unknown species. Before the horror's palm sizzles a fiery sigil of a slit-eye surrounded by mind-bending runes. The symbol blinks, moves, and tracks targets as an actual eye would. Lashing, blue tendrils as long as a man dangle from Nephurzaluz's wrist hiding the entity's hidden, human-sized mouths beneath.


Ruination's Herald. The severed hand a god that never was, Nephurzaluz seeks to re-sculpt reality by first plunging it back into the primordial chaos from which it came. Once, the cosmic horror was a sentient golem of wax, bone, and steel. It still retains an iota of the Relict's personality and intends to shape a world that truly loves and adores it as it will have no other choice. The longer Nephurzaluz is allowed to exist on the material plane, however, the more the laws of reality will break down. Its severed siblings want into creation too.

Nephurzaluz is pleased to lend a hand.

Nephurzaluz, the Hand of the Cosmos

Gargantuan aberration, chaotic evil

Armor Class 16 (natural armor)

Hit Points 84 (8d12 + 32)

Speed 0ft

Flight 60ft (hover)

Str 24 Dex 13 Con 25 Int 21 Wis 18 Cha 24

Skills Perception +10

Damage Resistances cold

Damage Immunities fire, poison; bludgeoning, piercing, and slashing from nonmagical attacks

Condition Immunitiescharmed, exhaustion, frightened, prone

Sensesdarkvision 90 ft., truesight 10 ft., passive Perception 20

Languages Common, Draconic, Primordial, telepathy 120 ft.

Challenge 20 (25,000 XP)

Fire Absorption.

Whenever Nephurzaluz is subjected to fire damage, it takes no damage and instead regains a number of hit points equal to the fire damage dealt.

Illumination.

Nephurzaluz glows at the intensity of a candle or a torch with a 100ft radius.

Legendary Resistance (3/day).

If Nephurzaluz fails a saving throw, it can choose to succeed instead.

Noxious Effulgence.

If a creature starts its turn within 30ft of Nephurzaluz must make a DC 21 Constitution saving throw or take 22 (4d10) necrotic damage and suffer one level of Exhaustion. On success the creature takes half as much damage and does not suffer the exhaustion. The creature may choose to avert its gaze, in which case it gains advantage on this saving throw but disadvantage on all attacks it makes this turn. Aberrations and creatures are immune to exhaustion or necrotic damage are immune to trait.


Any beast or humanoid slain by this Noxious Effulgence is restored to life 1d4 rounds later as a mockery of their former selves. They also gain the aberration creature type and mutations determined by the game master such as tentacles, extra mouths, glowing but fleshy crowns, extra eyes, and the like. Their alignment changes to Chaotic Evil and they consider Nephurzaluz a friendly creature. The creature can be restored to its former self via a life-restoring spell if they are slain again or by the Wish spell or equivalent.

Putrid Regeneration.

At the start of each turn Nephurzaluz heals 10 hit points as long as it is not at 0 hit points and a creature within 30ft has taken necrotic damage since its last turn.

Actions

Multiattack.

Nephurzaluz makes one slam attack or two fiery gaze attacks as one action.

Slam.

Melee Weapon Attack: +12 to hit, reach 15ft., One target. Hit: 25 (3d12 + 6) bludgeoning damage plus 18 (4d8) fire damage.

Fiery Gaze.

Ranged Spell Attack: +13 to hit, range 120/240ft., one target. Hit: 17 (5d6) fire damage. Any creature slain by the fiery beam is reduced to a puddle of melted goo and can only be revived with a True Resurrection, Wish, or similar spell.

Legendary Actions

Nephurzaluz, the hand of the cosmos 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. Nephurzaluz, the hand of the cosmos regains spent legendary actions at the start of its turn.

Slam (1 action).

Nephurzaluz makes one slam attack.

Profane Beam (1 action).

Nephurzaluz temporarily focuses its noxious effulgence on a single creature within 120ft. The creature must make a DC 21 Constitution saving throw or take 22 (4d10) necrotic damage and suffer one level of exhaustion. On success the creature takes half as much damage and does not suffer the exhaustion. The creature may not avert its gaze. Aberrations and creatures immune to exhaustion or necrotic damage are immune to this trait.

Grievous Revelation (2 actions).

Nephurzaluz fills the mortal minds with the underlying, unfathomable truths of reality. Most find their very sanity burn away. All creatures within 60ft of Nephurzaluz must succeed on a DC 19 Wisdom save or take 10 (3d6) psychic damage and be incapacitated until the end of its next turn . On success, a creature takes no damage and is not stunned.

Smolder (2 actions).

Nephurzaluz's epidermis smolders and magically spawns 24 smoke mephits. If spawned smoke mephits already exists Nephurzaluz's smolder ability spawns as many smoke mephits as needed to equal 24 total. The mephits appear one by one in any unoccupied square starting with the one closest to Nephurzaluz and working outward up to 60ft. The smoke mephits remain for 1 Hour or until Nephurzaluz dies.

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