Zetalpa Ghalta Nezhahal Etali Zacama Tetzimoc Gutiriik, King of Drem's Maw, Lord of the Far Realm of Incognita, God of All That Is Unknown Medium Aberration Lawful Evil Armor Class: 25 (natural armor) Hit Points: 676 (33d20 + 330) Max HP: 990 Avg HP: 676 Min HP: 363 Proficiency: +9 Speed: 60 ft., swim 60 ft., fly 120 ft. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ STR 30 (+10)|DEX 30 (+10)|CON 30 (+10)|INT 30 (+10)|WIS 30 (+10)|CHA 30 (+10) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Saving Throws: All +19 Skills: All +28 Damage Immunities: All Condition Immunities: All Senses: Darkvision 240 ft., Blindsight 120 ft., Truesight 120 ft. Passive Perception 38 Languages: All Challenge: 30 (155,000 XP) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Discorporation: When Gutiriik drops to 0 hit points or dies, his body is destroyed but his essence travels back to Drem's Maw as his weaker form and he is unable to take physical form for a time. Drem's Shadow: Gutiriik is always accompanied by a raging storm of blades similar to the effect of a call lightning spell. A cloud of blades in the shape of a cylinder that is 10 feet tall with a 60-foot radius instantly forms 100 feet in the air over Gutiriik when he is angered or becomes violent. On each of his turns, as an action, Gutiriik can choose a point he can see within 120 feet of it. A blade flies down from the cloud to that point. Each creature within 10 feet of that point must make a DC 20 Dexterity saving throw, taking 21 (6d6) slashing damage on a failed save, or half as much damage on a successful one. Godlike Reflexes: Gutiriik can take one reaction per turn, rather than only one per round. He also has advantage on saving throws against being knocked unconscious. If he fails a saving throw against an effect that would stun a creature, one of his unspent legendary actions is spent. Hold Breath: Gutiriik can hold his breath for 4 hours. Innate Spellcasting: Gutiriik can cast the following spell, his spellcasting ability is Charisma (spell save DC 26): 3/day: divine word Legendary Resistance (5/Day): If Gutiriik fails a saving throw, he can choose to succeed instead. Limited Magic Immunity: Unless he wishes to be affected, Gutiriik is immune to spells of 6th level or lower. He has advantage on saving throws against all other spells and magical effects. Furthermore, any time Gutiriik is targeted by a magic missile spell, a line spell, or a spell that requires a ranged attack roll, roll a d6. On a 1 to 5, Gutiriik is unaffected. On a 6, Gutiriik is unaffected, and the effect is reflected back at the caster as though it originated from Gutiriik, turning the caster into the target. Magic Weapons: Gutiriik's weapon attacks are magical. Regeneration: Gutiriik regains 30 hit points at the start of his turn. Siege Monster: Gutiriik deals double damage to objects and structures. ACTIONS ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Multiattack: Gutiriik can use his Frightful Presence and call down two blades from Drem's Shadow. He then makes ten attacks: three Void Crushes, two Death's Hands, one False Angel's Halo, two Tempest Blasts, one God Shatter, and one Sky Swipe. He can use his Fallen Heaven in place of any or all of those attacks, and he can use Drem's Maw instead of Void Crush. Void Crush: Melee Weapon Attack: +19 to hit, reach 20 ft., one target. Hit: 62 (8d12 + 10) psychic damage. If the target is a creature, it is grappled (escape DC 20). Until this grapple ends, the target is restrained. If Gutiriik has three targets restrained this way, he can't Void Crush another target. Death's Hand: Melee Weapon Attack: +19 to hit, reach 15 ft., one target. Hit: 28 (4d8 + 10) necrotic damage. False Angel's Halo: Melee Weapon Attack: +19 to hit, reach 10 ft., one target. Hit: 32 (4d10 + 10) radiant damage. Tempest Blast: Melee Weapon Attack: +19 to hit, reach 20 ft., one target. Hit: 28 (4d8 + 10) force damage. God Shatter: Melee Weapon Attack: +19 to hit, reach 5 ft., one target. Hit: 46 (8d8 + 10) thunder damage. Sky Swipe: Melee Weapon Attack: +19 to hit, reach 25 ft., one target. Hit: 38 (8d6 + 10) bludgeoning damage. If the target is a creature, it must succeed on a DC 20 Strength saving throw or be knocked prone. Fallen Heaven: Ranged Weapon Attack: +19 to hit, range 100/300 ft., two targets. Hit: 7 (2d6) piercing damage. Frightful Presence: Each creature of Gutiriik's choice that is within 240 feet of Gutiriik and aware of him must succeed on a DC 26 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if Gutiriik is within line of sight, 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 Gutiriik's Frightful Presence for the next 24 hours. Drem's Maw: Gutiriik makes one Void Crush attack against a Large or smaller creature it is grappling. If the attack hits, the target takes the Void Crush’s damage, the target is banished to the Pillar of Drem's Maw, and the grapple ends. While in Drem's Maw, the creature is blinded and restrained, it has total cover against attacks and other effects outside Gutiriik, and it takes 56 (16d6) psychic damage at the start of each of Gutiriik’s turns. If the Pillar takes 60 damage or more on a single turn from a creature in Drem's Maw, Gutiriik must succeed on a DC 20 Constitution saving throw at the end of that turn or return all banished creatures, which fall prone in a space within 10 feet of Gutiriik. If Gutiriik discorporates, he automatically fails this saving throw. LEGENDARY ACTIONS ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Gutiriik can take 5 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. Gutiriik regains spent legendary actions at the start of his turn. Some of Gutiriik's legendary action options are associated with his Elemental Blade's five gems (a blade and a blast attack for each). Once Gutiriik chooses a legendary action option for one of his gems, he can't choose another one associated with that gem until the start of his next turn. Move: Gutiriik moves up to half his speed. Elemental Blade: Melee Weapon Attack: +19 to hit, reach 10 ft., one target. Hit: 46 (4d10 + 4d6 + 10) acid damage (black gem), lightning damage (blue gem), poison damage (green gem), fire damage (red gem), or cold damage (white gem). Banish (Costs 2 Actions): Gutiriik makes one Void Crush or uses his Drem's Maw. Sulphurous Spray (Costs 2 Actions). Gutiriik shoots acid in a 120-foot line that is 10 feet wide. Each creature in that line must make a DC 27 Dexterity saving throw, taking 67 (15d8) acid damage on a failed save, or half as much damage on a successful one. Static Stillness (Costs 2 Actions). Gutiriik shoots lightning in a 120-foot line that is 10 feet wide. Each creature in that line must make a DC 27 Dexterity saving throw, taking 88 (16d10) lightning damage on a failed save, or half as much damage on a successful one. Corrosive Cloud (Costs 2 Actions). Gutiriik releases poisonous gas in a 90-foot cone. Each creature in that area must make a DC 27 Constitution saving throw, taking 77 (22d6) poison damage on a failed save, or half as much damage on a successful one. Eternal Embers (Costs 2 Actions). Gutiriik releases fire in a 90-foot cone. Each creature in that area must make a DC 27 Dexterity saving throw, taking 91 (26d6) fire damage on a failed save, or half as much damage on a successful one. Ferocious Frost (Costs 2 Actions). Gutiriik releases an icy blast in a 90-foot cone. Each creature in that area must make a DC 27 Dexterity saving throw, taking 72 (16d8) cold damage on a failed save, or half as much damage on a successful one.