Nyarlathotep

Nyarlathotep

Medium Great Old One / Elder Evil / Star God, Herald of the Great Old Ones, Chaotic Evil

Armor Class 18 (natural armour)
Hit Points 300 20d20+45
Speed: 28 ft

STR

25
( +7 )

DEX

26
( +8 )

CON

26
( +8 )

INT

22
( +6 )

WIS

23
( +6 )

CHA

24
( +7 )

Saving Throws Str +14, Dex +8, Con +13, Int +9, Wis +11
Skills Deception +10, Insight +8, Intimidation +8, Persuasion +9, Religion +6, Arcana +6
Damage Immunities Bludgeoning, Piercing, and Slashing from nonmagical attacks
Condition Immunities Charmed, exhaustion, grappled, paralysed, petrified, poisoned, prone, restrained, unconscious
Senses Truesight 60 ft, Darkvision 60ft, passive Perception 18
Languages Understands & speaks all languages
Challenge Rating 26
Proficiency Bonus +7

Description

Nyarlathotep is one of the evilest creatures in existence. The son of Azathoth the Blind Idiot God, he travels the world causing havoc in the mortal world of Earth appearing as an avatar regularly. He regularly appears as a black skinned man with no hair, and dressed in long coal black robes. Everywhere he goes insomnia, despair, nightmares, and insanity in any who encounter him. Highly strong, determined, able to shapeshift, and use telepathy. Many feel the need to bow to him when in his presence.   Carrying out his father's will when not dealing with his own agenda, he has been active for millennia if not millions of years. He is known as the Haunter of the Dark, and the Black Pharaoh. He acts as a messenger and herald of the Outer Gods / Great Old Ones, and is a master manipulator.

Suggested Environments

Anywhere on Earth.


Manipulate. Nyarlathotep is a master manipulator, and has advantage on any & all Charisma rolls, as well as Deception, Intimidation, & Persuasion rolls.   Nightmarish Presence (Recharge 5-6). Nyarlathotep can force a disadvantage on Wisdom rolls on creatures.   False Fealty. Nyarlathotep's presence can cause people to bow to him. This causes him to get a surprise attack on any creature in range during the first round of combat.   Lie, Lies, Lies. Nyarlathotep is a master liar, and any information he provides is likely to be so wrong leads to disadvantage on one roll in the next 24 hours at the DMs discretion.

Actions

Multiattack. Nyarlathotep makes three attacks with his Fists.   Fists. Melee Weapon Attack +16 to hit, reach 5 ft, one target. Hit 20 3d12+3 bludgeoning damage, plus 7 2d6 psychic damage. If all three hit, Nyarlathotep may forgo the attacks and try to grapple the creature instead, but only if it Medium or smaller sizes. This requires a DC 18 Strength saving throw to escape, and if failed the creature is now restrained, as well as Nyarlathotep unable to make any further attacks. Instead, the victim takes double the psychic damage, and is crushed for 30 6d10 bludgeoning damage. A further saving throw is needed at the start of each of Nyarthalotep's rounds to break out. A success means the creature either breaks out, or isn't affected in the initial instance.   Nightmare Visions. Melee Weapon Attack +16 to hit, reach 5 ft, one target. Hit 5 1d10 psychic damage, and the creature must make a DC 18 Wisdom saving throw. If passed nothing happens and is unaffected by this part for 24 hours. If failed, the creature is knocked prone, and unconscious for 1 hour while they have nightmarish visions of the past & present where they view the Outer Gods / Elder Evils, and the destruction of the world. When they gain consciousness, they have one level of exhaustion, and it only passes after 5 1d10 days after.

Legendary Actions

Nyarlathotep has the following legendary action options. He uses them at the end of an enemy's attack and has three options to use.. He regains all legendary actions at the start of his turn.

  • Fist. He lashes out with his fist causing the bludgeoning & psychic damage, and no other.
  • Manipulate (Costs 2 Actions). He manipulates his attacker, only taking half damage this round instead.
  • Summon Cultists (Costs 3 Actions). He summons 6 3d6 cultists and/or cultist fanatics to fight on his behalf. They immediately attack after him, and uses his initiative roll as their own.

Regional Effects

Wherever Nyarlathotep appears regional effects take root. These cause the following:

  • Sapient creature start to have nightmares and insanity issues, as well as insomnia problems up to 3 miles from him. They constantly have one exhaustion level, and difficulty sleeping.
  • The Wisdom of all creatures have a -1 to all rolls within 1 mile of him, and are prone to outbursts of unnecessary violence 25% of the time.
  • There is a 25% chance of a Elder God / Star God cult forming or being bolstered in the region, adding 7 2d6 cultists to the cult cell or starting a new one.
  • There is a further 25% that Star Spawn, especially a Star Spawn Emissary appearing before he arrives, and any other type appearing during his stay.
These disappear after 1d10 days after Nyarlathotep leaves the region or is killed.



Cover image: by Jens Heimdahl

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