The Dread Bringer
Large aberration, chaotic evil
Armor Class
17 (natural armor)
Hit Points
170 (20d10 + 60)
Speed
40 ft., fly 40 ft. (hover)
STR
16 (+3)
DEX
15 (+2)
CON
17 (+3)
INT
21 (+5)
WIS
6 (-2)
CHA
15 (+2)
Damage Immunities
psychic
Senses
passive Perception 12
Saving Throws
Con +7, Int +9, Str +7
Skills
Arcana +10, Deception +6, Perception +2
Languages
Deep Speech, telepathy 120 ft.
Challenge
11 (7,200 XP)
Legendary Resistance (2/Day). If the dread bringer fails a saving throw, it can choose to succeed instead.
Magic Resistance. The dread bringer has advantage on saving throws against spells and other magical effects.
Aura of Madness. Each creature that starts its turn within 60 feet of the dread bringer or enters that area for the first time on a turn must succeed on a DC 15 Intelligence saving throw or go mad for 1 minute. A creature that has been driven mad cannot speak and must use its action to attack the creature nearest to it. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the dread bringer’s Aura of Madness for the next 24 hours.
Actions
Multiattack. The dread bringer uses its Mark of the Dread Bringer. It then makes two attacks with its claws, or one attack with its claws and one attack with its crush of tentacles.
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.
Crush of Tentacles. A swarm of tentacles erupt from the ground around a creature within 90 feet. That creature must succeed on a DC 15 Dexterity saving throw or take 16 (3d10) bludgeoning damage. If the creature failed the saving throw, it must also succeed on a DC 15 Strength saving throw or become grappled (escape DC 15).
Beam of Unmaking (Recharge 5-6). Ranged Spell Attack: +9 to hit, range 120 ft., one target. Hit: 45 (10d8) necrotic damage and the target must succeed on a DC 17 Charisma saving throw or be banished until the end of its next turn.
Glimpse the Abyss (1/Day). The dread bringer removes its mask and gives nearby creatures a glimpse into the void beyond. Each creature within 60 feet of the dread bringer that can see it must succeed on a DC 17 Intelligence saving throw or become stunned. A creature that isn’t surprised can avert its eyes to gain advantage on this saving throw. If it does so, it can’t see the dread bringer until the end of its next turn. A creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success.
Mark of the Dread Bringer. The dread bringer extends a bony claw and places a random mark on the chest of an unmarked creature within 120 feet. This mark persists for 3 turns. The varieties of marks are as follows:
- Seal of Sovereignty. - The target is marked with a glowing yellow seal. When the seal is placed, a small yellow orb of light spawns 30 feet away from that creature. On initiative count 20 (losing initiative ties) the orb moves 20 feet closer to the marked creature and that creature is filled with a looming sense of dread. If the orb reaches the creature before the mark expires, that creature must make a DC 17 Wisdom saving throw, taking 45 (10d8) psychic damage on a failed save and becoming a puppet of the dread bringer. On that creature’s next turn, the dread bringer controls all of its actions. On a success, this deals half that much psychic damage and the creature is not controlled.
- Seal of Stagnation. - The target is marked with a glowing blue seal. That creature’s feet seem to fuse with the floor itself and even the slightest attempt to move them sends jolts of pain up its body. The creature takes 5 (1d10) psychic damage for every 5 feet it moves while affected by this seal.
- Seal of Solidarity. - The target is marked with a glowing red seal. The creature sees all of its allies become outlined in a faint red light and a fear of those creatures sets in. If the marked creature ends its turn within 15 feet of any allied creature, the seal detonates. When this happens, each creature within 15 feet of the seal’s marked target (including the marked creature) must make a DC 17 Dexterity saving throw, taking 28 (8d6) fire damage on a failed saving throw, or half as much damage on a successful one.
Legendary Actions
The dread bringer can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn. The dread bringer regains spent legendary actions at the start of its turn.
Claw. The dread bringer makes one claw attack.
Teleport. The dread bringer magically teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see.
Mental Anguish (Costs 2 Actions). Target creature within 60 feet must succeed on a DC 17 Intelligence saving throw or lose concentration on any spells it is maintaining.