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The Heart of The Vault

The Heart of the Vault is a large aberration that dwells in areas 31a, 31b and 32 of its dungeon lair. It has several lair actions it can use, including causing the floors to become unstable, closing the passage between areas, or creating an erupting acid geyser. It has high stats, multiple resistances and immunities, and can grapple targets with its tentacles. Its most powerful attack is a necrotic wave that can kill targets reduced to 0 hit points.

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Jason Bryant
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0% found this document useful (0 votes)
204 views1 page

The Heart of The Vault

The Heart of the Vault is a large aberration that dwells in areas 31a, 31b and 32 of its dungeon lair. It has several lair actions it can use, including causing the floors to become unstable, closing the passage between areas, or creating an erupting acid geyser. It has high stats, multiple resistances and immunities, and can grapple targets with its tentacles. Its most powerful attack is a necrotic wave that can kill targets reduced to 0 hit points.

Uploaded by

Jason Bryant
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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The Heart of the Vault

Lair Actions. On initiative count 20 (losing initiative ties), The floors of areas 31a, 31b, and 32 become unstable until
the Heart can take a lair action to cause one of the following the next initiative count 20. Each creature that starts its
effects; it can’t use the same effect two rounds in a row. turn in an affected area must succeed on a DC 15 Strength
saving throw at the start of its turn, or fall prone in its
The Heart closes its “throat” (the passage that connects space.
area 31b to 31a) until the next initiative count 20. Acid erupts from a point on the ground the heart can
A wave of enfeeblement sweeps throughout the Heart’s sense within 120 feet of it, creating a 20-foot-high, 5-foot-
lair. Each creature in areas 31a, 31b, and 32 must make a radius geyser. Each creature in the geyser's area must
DC 15 Constitution saving throw. On a failed saving make a DC 15 Dexterity saving throw, taking 21 (6d6) acid
throw, a target deals only half damage with weapon damage on a failed save, or half as much damage on a
attacks that use Strength until the next initiative count 20. successful one.

The Heart of the Vault   At will: chill touch, ray of enfeeblement


  3/day each: bestow curse, darkness, telekinesis
Large aberration, neutral evil
  1/day: feeblemind
Legendary Resistance (3/Day). If the heart fails
Armor Class 18 (natural armor)
a saving throw, it can choose to succeed instead.
Hit Points 171 (18d10 + 72)
Speed 0 ft., fly 5 ft. (hover) Magic Resistance. The heart has advantage on
saving throws against spells and other magical
effects.
STR DEX CON INT WIS CHA
10 (+0) 5 (-3) 18 (+4) 22 (+6) 20 (+5) 20 (+5) Actions
Tentacle. Melee Weapon Attack: +6 to hit, reach 30
Saving Throws Str +6, Int +12, Wis +11, Cha +11 ft., one target. Hit: 18 (4d8) bludgeoning damage. If
Skills Arcana +12, Deception +11, Insight +11, the target is a Huge or smaller creature, it is
Perception +11 grappled (escape DC 15) and takes 8 (1d8 + 4)
Damage Immunities bludgeoning, piercing, and necrotic damage at the start of each of its turns until
slashing from nonmagical attacks the grapple ends. The heart can have up to four
Condition Immunities targets grappled at a time.
Senses blindsight 120 ft (blind beyond this radius),
passive Perception 21 Necrotic Wave (Recharge 5-6). The heart
Languages understands all languages but can't magically emits a wave of necrotic energy. Each
speak, telepathy 120 ft. creature of the heart's choice within 30 feet of it
Challenge 20 (25,000 XP) must succeed on a DC 20 Constitution saving throw,
taking 45 (10d8) necrotic damage on a failed saving
Acidic Blood. When the heart takes damage of any throw or half as much damage on a successful one. A
type but psychic, each creature within 5 feet of the creature whose hit points are reduced to 0 by this
heart takes 9 (2d8) acid damage. effect dies.

Creature Sense. The heart is aware of the presence


of creatures within 5 miles of its dungeon that have
Legendary Actions
an Intelligence score of 4 or higher. It knows the The heart can take 3 legendary actions, choosing
distance and direction of each creature, as well as from the options below. Only one legendary action
each one's Intelligence score, but can't sense option can be used at a time and only at the end of
anything else about it. A creature protected by a another creature's turn. The hart regains spent
mind blank spell, a nondetection spell, or similar legendary actions at the start of each of its turns.
magic can't be perceived in this manner.
Tentacle. The heart makes one tentacle attack.
Innate Spellcasting. The heart's spellcasting
ability is Intelligence (spell save DC 20, +12 to hit Teleport (Costs 2 Actions). The heart magically
with spell attacks). The heart can cast the following teleports, along with any equipment is is wearing or
spells, requiring no components to do so. carrying, up to 60 feet to an unoccupied space it can
see.

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