Holocron

Manifestation of Abeloth

Medium undead · CR 26
sizeMediumcr26
A dark-side abomination that drains life with tentacles, twists minds with her will, and bends beasts and plants to her command.
Controller
How to run itStun and charm PCs with Will and Maddening Will while draining HP maximums via tentacles; loose force lightning and Legendary Resistance to stay in control.

Abeloth's home planet is located in the Maw. Abeloth holds complete control over the planet's flora and fauna. The planet is notable for having numerous physical locations that corresponded to metaphysical locations in the realm known as beyond shadows. The planet was inhabited by the Ones until the Son and Daughter imprisoned Abeloth on the world.#### Lair ActionsOn initiative count 20 (losing initiative ties), Abeloth can take a lair action to cause one of the following effects; she can't use the same effect two rounds in a row:- Abeloth creates an illusory duplicate of herself, which appears in any square within 1 mile of Abeloth. On her turn, Abeloth can move the illusory duplicate a distance equal to her walking speed (no action required). The first time a creature interacts physically with the duplicate, the duplicate disappears.- Abeloth causes up to 2 beasts within the lair to become dominated. They obey her telepathic commands, which reach the entire lair.- Up to four plant creatures within the lair can use their reactions to move up to their speed and make one weapon attack.#### Regional EffectsThe region around Abeloth's lair is warped by her will, creating the following effect:- If a humanoid spends at least 1 hour within 1 mile of the Lair, that creature must succeed on a DC 23 Wisdom saving throw or descend into madness: "Everyone—except for other such psychotic beings—has been replaced by imposters. I must find Abeloth." A creature that succeeds on this saving throw can't be effected by this regional effect again for 24 hours. This madness lasts until cured or until Abeloth is defeated.If Abeloth is defeated, these effects fade over the course of 1d10 days.

Armor Class 22 · Hit Points 406 (28d12 + 224) · Speed 30 ft.

STR DEX CON INT WIS CHA
29 21 26 20 17 25

Innate Forcecasting (Trait). At will: coerce mind, sense force 3/day each: fear, force suppression, telekinesis 1/day each: telekinetic wave, force lightning cone Abeloth's forceasting ability is Charisma (force save DC 23). Abeloth can innately cast the following force powers:

Legendary Resistance (Trait). If Abeloth fails a saving throw, she can choose to succeed instead.

Force Resistance (Trait). Abeloth has advantage on saving throws against force powers and effects.

Enhanced Being (Trait). Abeloth's weapon attacks are enhanced.

One with the Force (Trait). Abeloth has advantage on saving throws against being blinded, deafened, stunned, or knocked unconscious.

Multiattack (Action). Abeloth makes two tentacle attacks.

Tentacles (Action). Melee Weapon Attack: +17 to hit, reach 5 ft., one target. Hit: 28 (3d12+9) kinetic damage. If the target is a creature, it must succeed on a DC 23 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. If the target's hit point maximum is reduced to 0, they die and their essence is absorbed into Abeloth.

Will (Action). If the target fails the save, the target suffers one of the following effects of Abeloth's choice or at random: 1. Beguiling Will. The target is stunned until the start of Abeloth's next turn. 2. Hypnotic Will. The target is charmed by Abeloth until the start of Abeloth's next turn. Abeloth chooses how the charmed target uses its actions, reactions, and movement. Because this effect requires Abeloth's strong effort, she can't use her Maddening Will legendary action until the start of her next turn. 3. Insane Will. The target suffers the effect of the confusion power without making a saving throw. The effect lasts until the start of Abeloth's next turn. Abeloth doesn't need to concentrate on the power. Abeloth turns her will upon one creature she can see within 120 feet. That target must make a DC 23 Wisdom saving throw. Unless the target is incapacitated, it can avert it's attention to automatically succeed on the save. If the target does so, it can't see Abeloth until the start of its next turn. If the target again focuses on Abeloth in the meantime, it must immediately make the save.

Draining Lightning (Legendary). Ranged Power Attack: +17 to hit, range 15 ft., one target. Hit: 20 (2d10+9) lightning damage plus 11 (2d10) necrotic damage.

Maddening Will (Legendary). Abeloth uses her Will action, and must choose either the Beguiling Will or the Insane Will effect.