Elohiir, the Harbinger of Paradox (5e Creature)

Elohiir

Medium monstrosity, lawful evil


Armor Class 20 (natural armor)
Hit Points 302 (55d8 + 55)
Speed 120 ft.


STR DEX CON INT WIS CHA
13 (+1) 26 (+8) 13 (+1) 26 (+8) 13 (+1) 15 (+2)

Saving Throws Dex +15, Con +8, Int +15
Skills Acrobatics +15, Athletics +8, Deception +9, History +15, Insight +8, Intimidation +9, Medicine, Perception +8
Damage Resistances bludgeoning, piercing
Damage Immunities cold, necrotic, poison, psychic
Condition Immunities charmed, exhaustion, frightened, petrified, poisoned, restrained
Senses passive Perception 18
Languages all, telepathy 120 ft.
Challenge 24 (62,000 XP)


Freedom from Sanity. Whenever a creature with an Intelligence score of 15 or less ends its turn within 10 feet of Elohiir, it must succeed on a DC 21 Intelligence saving throw or be stunned until the end of its next turn. If the creature succeeds on its saving throw

Edit Self. Elohiir can change his appearance to that of any other known humanoid a number of times up to his Intelligence modifier(+7). This resets on a long rest. Elohiir may also switch any two ability scores during a long rest.

Memories of the Future. Elohiir can cast the clairvoyance spell at will requiring no components. If Elohiir views a battle during this spell or he rolls a natural 19 or 20 for initiative, he adds his Intelligence modifier to his Armor Class and gains advantage on his first attack roll.

Controlled Chaos. Elohiir can choose any dice roll and elect to reroll it with or without his Intelligence modifier. He then can choose either roll. This can change the DM's, Players, His, Enemies, etc. Elohiir can only use this ability 3 times per day.

Touch the Code. Elohiir, upon a successful attack, can choose to use his bonus action to impose a Damage vulnerability(or just decrease the targets Immunity to Resistance) upon them. He can do this a number of times equal to his intelligence modifier. The uses reset following a long rest. This is a permanent affect.

Sentinel. Elohiir has the Sentinel feat with the following modification“When a creature within 10 feet of you makes an attack against a target other than you (and that target doesn't have this feat), you can use your reaction to make a melee weapon attack against the attacking creature”.(emphasis added)

Opportune Attacker. Elohiir has the Opportune Attack homebrew feat; All of Ellohiir's melee attacks are considered to have reach, for the purposes of making opportunity attacks. He can give himself advantage on opportunity attacks a number of times equal to half his Dexterity modifier. He regains uses when he completes a long rest. He has a number of extra reactions equal to his Dexterity modifier, that can be used to make one additional opportunity attack. He can use no more than one of these extra reactions in each round, and he regains these uses when he completes a long rest.

Mounted Combatant. Elohiir has the Mounted Combatant standard feat.

Mirror Image. Elohiir may see the result of any attack that would target him and switch places with the attacker. If in melee, Elohiir can choose to immediately attack the opponent using their action with their weapon (unless he would prefer his). If long ranged, he switches positions and makes the attack upon the unsuspecting target. Elohiir has advantage on this attack roll (using his own proficiency) and deals extra Psychic damage equal to 14 (1d10+8). Elohiir can use this ability up to five times before needing to regain these uses during a long rest.

ACTIONS

Multiattack. Elohiir can make two Attacks, 1 bonus action, and 2 reactions per turn.

Energy Long Sword. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 36 (4d12+Dex) Slashing and 3 (1d6) Fire Damage. Reach

Mythical Energy Sword. Melee Weapon Attack: +18 to hit, reach 10 ft., one target. Hit: 43 (5d12+Dex) Slashing and 10 (3d6) Fire Damage. This weapon is considered an Artifact and Magical (+3 to hit). On a natural 20, the weapon pierces all armor, ignores all resistances and vulnerabilities, and Elohiir makes an additional attack with this weapon. This can stack. Reach

Convert. Ranged Spell Attack: +15 to hit, reach 10 ft., one target. Hit: 14 (1d10+Int) Piercing damage. This attack is considered to be magical and ignores Immunity and Resistances. If the attack hits and decreases the health of the target to "0" or lower, they must make an Intelligence saving throw. If they have the condition "Glitched", they have disadvantage on this saving throw. The DC is equal to 10+ Int modifier, or 18. Upon failure, they become a level 5 Anomaly under Elohiir's control and regain half of their hit-points.

REACTIONS

As a reaction, Elohiir can make an attack or take an action based upon his Opportune Attack, Sentinel, Mounted Combatant, Controlled Chaos or his Mirror Image Feature. Elohiir may also use his reaction to teleport up to half his speed in any direction as if he took the disengage Action. Keep in mind, Elohiir has a maximum of 3 reactions per turn if he uses his Opportune Attack feat, otherwise it is just 2 reactions per combat cycle.

History

Elohiir serves as the Right Hand to a supreme being only known as "The Master". Elohiir was once a human(and a player character) in a futuristic setting and was a genetic scientist. Early on, He worked alongside his friends(Miller and Mig) to smuggle and sell anything from fish to experimental nuclear warheads. Early on, it was clear that Elohiir was a manipulator, always looking for an advantage. This of course was a great benefit to the team as many contracts were won and deals executed safely. Eventually, their smuggling efforts earned them friends in most major empires and similar establishments. They formed a business under the name Elysium. the exploits of their business are legendary. They accomplished massive jailbreaks, assassinated heads of state, and smuggled goods throughout the Star System. During this time, they made incredible friends and terribly powerful enemies. Eventually, Elohiir found a joy in knowledge and power that led him to murder and manipulate everyone, including his friends. After a contract to free an enslaved planet, the warcrimes he committed against the oppressors changed him. This directly resulted in the beginning mistrust of his friends. He established another society under a different name and different faces known as the Hand of Nylarhotep(for you Cthulhu fans out there...). Under this name, he could be absolutely diabolical. In conjunction with Miller, they set upon a path that led to the destruction of most of the system, along with their friendship. Through political manipulation and selective intel, The Hand brought fear upon all the galaxy. In an effort to prevent a galactic-level war, They sought to end it before it began. Heads of state started to roll and weapons began to malfunction or disappear. Through a complex web of conventional, cyber, chemical, and nuclear warfare, An entire Empire fell in the space of a few days. From here, it was known that The Hand and Elohiir were deadly foes. Eventually, peace was had(through war) and Elohiir turned his sights on his ambitions. Miller, Elohiir, and Mig began to be encountered by these strange paradoxical beings who seemed to defy science. Their strangeness appealed to Elohiir. These humanoid creatures were beyond intelligent and incredibly fast(Anomaly variant homebrew class with extra homebrew). Elohiir determined to find a way to join these Anomalies. This is when The Master came to Elohiir and enlightened him. Elohiir was changed forever. He was no longer human and was a force to be reckoned with. This was not in accordance with his team, and multiple times they attempted to kill him. Each time, because of his love for their "family", he quickly forgave them. Later, he formulated a team and a plan to destroy a pseudo-Nazi kingdom and take it as his own. In less than an hour, Miller, Elohiir, and 3 other allies destroyed all of the leadership and imposed their benevolent, but strict rule upon the people. All the citizens were taught to be scientific and read for war. Using this, Elohiir was able to pioneer new methods of travel and create engineered food and plants to help the galaxy recover from its war-trodden state. In no way was this benevolent. Under this guise, Elohiir gained more knowledge, power, and influence. Unfortunately, he was betrayed in the end by Miller(obviously this is told in a pro-Elohiir perspective. He deserved it). Miller forced his soul into a Ruby(effectively the Void card) to be trapped for eternity. Or so John Miller thought...


Combat Strategies


Elohiir is a whirlwind on the battlefield. While he is not the strongest and doesn't output the most damage, he acts as an impediment and a disruption factor. Upon his mount "The Harbinger", He is nigh-unbeatable by the average player character or monster. Elohiir will do his best to avoid attacks and attack exposed enemies. Due to this he is always moving and never focuses on a single target. Opting to remove the weakest link of a team is his favored tactic. He will often use his athletic prowess and speed to eviscerate the weaker link and cause others to fear him. However, if he attacks first, he and his mount will act as follows targeting the most formidable enemy; First, The Harbinger will charge and make a wing attack to knock the enemy to the ground. Then the target will be stung and injected with an incredible toxin of some variety. On Elohiir's "turn"(more about their synergy and interaction the The Harbinger's page), He will attack using his swords(taking advantage of the Mounted Combatant feat) and use his bonus action to impose Vulnerability to Slashing damage(using his Touch the Code feature). If the target is still alive, all that must happen is the target foolishly attacks the Harbinger(as he is pinned) and then Elohiir can use his Sentinel feature. If the target instead attacks Elohiir, He will just switch places with him and attack anyways. This will reduce all movement to zero. If the target is not dead yet, This process will be repeated until the target is near death. Then they will be converted or slain. If Elohiir does not go first and none of his allies do, he will kill the weaker enemies and impose vulnerabilities upon the stronger enemies, playing a role akin to a support monk. This incredible combination(When used to full capacity and leaving nothing on the table) is enough to obliterate most enemies. It is for this reason(along with several others) that Elohiir was considered a threat. Gameplay moved away from combat and more towards role play as Elohiir went beyond level 20 and The Harbinger's combative prowess. If in a universe that utilizes magic, Elohiir is considered to have resistance to all forms of magical damage.

Not all of his abilities are listed as of now(as he is immortal and close to achieving his twisted form of Divinity). Keep in mind this is a character worthy of the final BBEG in any campaign, modifying for time periods as needed. At any time, He has 1d12+8 Anomalies who are level 17 and 2d20+8 Anomalies who are Level 15 as members of his honor guard. He can call up to his level in d100s in the case of a planar or similar battle. At least half will be level 17 or above. He can call upon The Master who will answer his war cry on an Intelligence Saving Throw with a DC of 25. This will likely result in the destruction of the plane or world depending upon involvement, which will only benefit the Anomalies.

Elohiir is currently considered a CR 24. When he is fighting and is synchronized with The Harbinger(coming soonish), He would definitely be ranked higher.

Elohiir should almost never be utilized except in high-level campaigns.Keep in mind this is a Player-Character who conquered Multi-world Nations alone. Understand that this is the product of a long Campaign with many dark deeds and deals. He is power driven.


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