Uk'tholoss

by Jadeor

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Uk'tholoss

Floating before you in the sky is an enormous swirling mass of tentacles. It seems wrong, unnatural, a mistake. Light seems to bend and change color around it, and you can feel a strange sensation coursing through your body, as though some parts of you are becoming heavier while others lighter. This thing makes reality itself feel wrong .

Uk’tholoss is a being the Far Realms capable of reaching the Material Plane. The motives of this strange alien being is beyond mortal comprehension, but it and its brethren have been called voidbringers because of their tendency to bring the maddening and reality warping presence of the void with them.

Regional Effects

The region containing Uk’tholoss’s lair is warped by the creature’s presence, which creates one or more of the following effects:

  • Eldritch Physics. The laws of physics do not work as they should within 10 miles of Uk’tholoss's lair. Colors are distorted and wrong, and whenever an object or creature falls within this area, roll a d4. On a result of 1, the objects or creature falls faster than it should and takes double falling damage. On a result of 2, the object or creature falls normally. On a result of 3, the object or creature falls slower than it should, it takes half falling damage. On a roll of 4, the object or creature remains suspended for 1 minute, before falling gently to the ground and taking no falling damage. If Uk’tholoss dies, this effect effects fades over the course of 3d10 days.
  • Probing Mind. Uk’tholoss is aware of the presence of creatures within 10 miles of it that have an Intelligence score of 4 or higher. It knows the distance and direction to each creature, as well as each one's intelligence score, but cannot sense anything else about the creature. Uk’tholoss can communicate telepathically with any creature it senses. As an action it can force a creature it can sense to make a DC 25 Intelligence saving throw. On a failure, Uk’tholoss can read the creature's thoughts for the next 8 hours, as though it had cast the detect thoughts spell on that creature. On a success, the creature is immune to this effect for 24 hours, and can no longer be sensed by Uk’tholoss during this time. A creature protected by a mind blank spell, a nondetection spell, or similar magic can't be perceived in this manner.
  • Unravelling Sanity. When a creature completes a long rest within this region or leaves this region after seeing Uk’tholoss, it must succeed on a DC 20 Wisdom saving throw. On a failure the creature is affected by one effect from the Long-Term Madness table (contained in the Dungeon Master's Guide) for 1d10 days. If the creature failed the saving throw by 10 or more, it is affected by one effect from the Indefinite Madness table indefinitely or until the greater restoration spell is cast on it instead.

Lair Actions

When fighting inside its lair, Uk’tholosscan invoke the ambient magic to take lair actions. On initiative count 20 (losing initiative ties), Uk’tholossntakes a lair action to cause one of the following effects:

  • Warp Gravity. Uk’tholoss casts reverse gravity (no components required) on a point it can see within its lair. Intelligence is Uc’thiothloh's spellcasting modifier for this spell and the DC is 25. While maintaining concentration on this effect, Uk’tholoss can’t take other lair actions. If a target succeeds on the saving throw or if the effect ends for it, the target is immune to this lair action for the next 24 hours, although such a creature can choose to be affected.
  • Warp Minds. Each creature within Uk’tholoss's lair must succeed on a DC 20 Intelligence saving throw or take 13 (2d12) psychic damage and have disadvantage on the next attack roll or ability check it makes before the end of its next turn. Uk’tholoss can’t use this lair action again until it has used a different one.
  • Warp Space. A creature Uk’tholoss can see within its lair must succeed on a DC 20 Charisma saving throw or take 15 (3d10) force damage and be teleported to an unoccupied space of Uk’tholoss's choice within it's lair. Uk’tholoss can’t use this lair action again until it has used a different one.

All art created using Midjourney AI (art 1, art 2)



Uk’tholoss

Gargantuan aberration


  • Armor Class 23 (natural armor)
  • Hit Points 553 (27d20+270)
  • Speed 60ft., fly 90 ft. (hover)

STR DEX CON INT WIS CHA
28 (+9) 18 (+4) 30 (+10) 26 (+8) 16 (+3) 20 (+5)

  • Saving Throws Dex +13,Con +19, Int +17, Wis +12
  • Skills Intimidation +14, Insight +21, Perception +21
  • Damage Resistances Force, poison
  • Damage Immunities Acid, cold, necrotic, psychic; bludgeoning, piercing and slashing from nonmagical attacks
  • Condition Immunities Blinded, charmed, deafened, frightened, stunned, prone
  • Senses Truesight 120 ft., passive Perception 31
  • Languages All, telepathy 10 miles
  • Challenge 30 (155,000XP) Proficiency bonus +9

Void Resurgence (recharges after a Short or Long Rest). If Uk’tholoss would be reduced to 0 hitpoints, its current hitpoint total resets to 500 instead and it regains any expended uses of its Legendary Resistances. Additionally, Uk’tholoss can now use the options in the Mythic Actions section for 1 hour. Award a party an additional 155,000 XP (310,000 XP) for defeating Uk’tholoss after Void Resurgence activates.

Legendary Resistance (5/Day) If Uk’tholoss fails a saving throw, it can choose to succeed instead.

Unusual Nature. Uk’tholoss doesn't require air, food or sleep.

Actions

Multiattack. Uk’tholoss can use its Maddening Presence. It then makes three attacks: one with its mind rend and two with its tentacles.

Mind Rend. Ranged spell attack: +16, range 120 ft., one target. Hit: 34 (4d12+8) psychic damage and the target has disadvantage on the next attack roll or ability check it makes before the end of its next turn.

Tentacle. Melee weapon attack: +18, reach 30ft., one target. Hit: 14 (1d8+10) bludgeoning damage + 7 (2d6) acid damage. If the target is Huge or smaller, it is grappled (escape DC 20) and is restrained until the

grapple ends. Uk’tholoss can only have up to two creatures grappled this way at a time.

Maddening Presence. Each creature of Uk’tholoss's choice that is within 120 feet of it and aware of it must succeed on a DC 25 Wisdom saving throw or suffer 1 effect at random from the Short-Term Madness table (which can be found in the Dungeon Master's Guide) for 1 minute. 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 Uk’tholoss's Maddening Presence for the next 24 hours or until Uk’tholoss's Void Resurgence activates.

Legendary Actions

Uk’tholoss 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. Uk’tholoss regains spent legendary actions at the start of its turn.

Tentacle. Uk’tholoss makes one Tentacle attack.

Mind Shatter (cost 2 actions). Uk’tholoss makes one Mind Rend attack. On a hit the target must succeed on a DC 25 Intelligence saving throw or be stunned until the end of its next turn.

Mythic Actions

If Uk’tholoss's Void Resurgence trait activated in the last hour, it can use the options below as legendary actions.

Mind Control (cost 3 actions). A creature Uk’tholoss can see within 120 feet of it must succeed on a DC 25 Wisdom saving throw or become mind controlled by Uk’tholoss as though the dominate monster spell had been cast on it. The target repeats the saving throw whenever it takes damage, ending all effects on a success. Uk’tholoss does not need to concentrate on this trait, but can have only one creature controlled this way at a time.

Vortex Step (cost 2 actions). Uk’tholoss teleports to an unoccupied space it can see within 120 feet of it. It can choose to bring any creatures it is currently grappling with it when it does so. Creatures within 20 feet of the space Uk’tholoss teleported from must succeed on a DC 25 Strength saving throw. They take 25 (5d10) force damage and are knocked prone on a failure, or half as much damage and aren't knocked prone on a success.

 

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