Ioulaum (5e Creature)

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Ioulaum (Oracle of Ellyn'taal)[edit]

Large aberration (Elder Brain Lich), lawful neutral


Armor Class 17 (natural armor)
Hit Points 588 (56d10 + 280)
Speed 5 ft., fly 60 ft., swim 10 ft.


STR DEX CON INT WIS CHA
15 (+2) 16 (+3) 20 (+5) 27 (+8) 23 (+6) 21 (+5)

Saving Throws Con +13, Int +16, Wis +14, Cha +13
Skills Arcana +24, Deception +13, History +24, Insight +22, Intimidation +13, Investigation +16, Perception +14, Persuasion +13
Damage Resistances cold, lightning, necrotic, damage from spells
Damage Immunities poison; bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned
Senses blindsight 120 ft., truesight 120 ft., passive Perception 24
Languages understands Common, Deep Speech, Draconic, Elvish, Netherese, and Undercommon but can't speak, telepathy 5 miles
Challenge 26 (90,000 XP)


Legendary Resistance (3/Day). If Ioulaum fails a saving throw, they can choose to succeed instead.

Creature Sense. Ioulaum is aware of the presence of creatures within 5 miles of themselves that have an Intelligence score of 4 or higher. They know the distance and direction to each creature, as well as each one's intelligence score, but can't sense anything else about it. A creature protected by a mind blank spell, a nondetection spell, or similar magic can't be perceived in this manner.

Innate Spellcasting (Psionics). Ioulaum's innate spellcasting ability is Intelligence (spell save DC 24). It can innately cast the following spells, requiring no components:

At will: detect thoughts, levitate

3/day each: charm person, confusion, eyebite, dominate monster, plane shift, scrying, telekinesis

1/day each: feeblemind, mass suggestion, plane shift (self only), project image, modify memory

Magic Resistance. Ioulaum has advantage on saving throws against spells and other magical effects.

Rejuvenation. If they have a phylactery, when destroyed, Ioulaum gains a new body in 1d10 days, regaining all their hit points and becoming active again. The new body appears within 5 feet of their phylactery.

Telepathic Hub. Ioulaum can use their telepathy to initiate and maintain telepathic conversations with up to twenty creatures at a time. Ioulaum can also let those creatures telepathically hear each other while connected in this way.

Turn Resistance. Ioulaum has advantage on saving throws against any effect that turns undead.

Unusual Nature. Ioulaum doesn't require air, food, drink, or sleep.

Undead. Ioulaum is an undead and can be sensed and affected by a spells and abilities that would sense or affect undead.

ACTIONS

Spellcasting. Ioulaum casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save DC 24, +16 to hit with spell attacks)

At will: chill touch, dancing lights, fire bolt, light, mage hand, prestidigitation, revivify

5/day each: animate dead, counterspell, detect magic, dispel magic, fireball, identify, invisibility, lightning bolt, magic missile, Melf's acid arrow, mirror image, misty step, scorching ray, shield, thunderwave

3/day each: banishment, blight, cloudkill, cone of cold, dimension door, disintegrate, Evard's black tentacles, finger of death, fire shield, globe of invulnerability, modify memory, phantasmal killer, scrying, wall of force

1/day each: dominate monster, maze, mind blank, power word kill, power word stun, telekinesis, teleport, time stop, true resurrection, wish

Tentacle. Melee Weapon Attack: +10 to hit, reach 30 ft., one target. Hit: 20 (4d8 + 2) bludgeoning damage. If the target is a Huge or smaller creature, it is grappled (escape DC 18) and takes 9 (1d8 + 5) psychic damage and 10 (3d6) cold damage at the start of each of its turns until the grapple ends. In addition, the target must succeed on a DC 24 Constitution saving throw or be paralyzed for 1 minute when hit. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Ioulaum can have up to four targets grappled at a time.

Mind Blast (Recharge 5–6). Ioulaum magically emits psychic energy. Creatures of Ioulaum's choice within 60 feet of them must succeed on a DC 24 Intelligence saving throw or take 32 (5d10 + 5) psychic damage and be stunned for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Psychic Link. Ioulaum targets one incapacitated creature or a creature charmed by them that they can perceive with their Creature Sense trait and establishes a psychic link with that creature. Until the psychic link ends, Ioulaum can perceive everything the target senses. The target becomes aware that something is linked to its mind once it is no longer incapacitated, and Ioulaum can terminate the link at any time (no action required). The target can use an action on its turn to attempt to break the psychic link, doing so with a successful DC 24 Charisma saving throw. On a successful save, the target takes 10 (3d6) psychic damage. The psychic link also ends if the target and Ioulaum are more than 5 miles apart, with no consequences to the target. Ioulaum can form psychic links with up to twenty creatures at a time.

Sense Thoughts. Ioulaum targets a creature with which they have a psychic link. Ioulaum gains insight into the target's reasoning, its emotional state, and thoughts that loom large in its mind (including things the target worries about, loves, or hates). Ioulaum can also make a Charisma (Deception) check with advantage to deceive the target's mind into thinking it believes one idea or feels a particular emotion. The target contests this attempt with a Wisdom (Insight) check. If Ioulaum succeeds, the mind believes the deception for 1 hour or until evidence of the lie is presented to the target.

REACTIONS

Psychic Rebuke. In response to being hit by an attack, Ioulaum unleashes a psychic pulse dealing 10 (3d6) psychic damage to each creature of their choice within 10 feet of them, then teleports to a spot within 120 feet of themselves that they or a creature they are linked with can see or that they can visualize within that range.

Shatter Spell (3/Day). When Ioulaum sees a creature within 60 feet of themselves casting a spell, they may try to interrupt it. If the creature is casting a spell using a spell slot of 8th level or lower, its spell fails and has no effect. If it is casting a 9th-level spell, it must succeed on a DC 24 Intelligence saving throw, or the spells fails and has no effect. If a spell was caused to fail this way, Ioulaum may cause the creature that was casting the spell to take 1d4 psychic damage per level of the spell.

LEGENDARY ACTIONS

Ioulaum 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. Ioulaum regains spent legendary actions at the start of their turn.

Spellcasting. Ioulaum casts uses Spellcasting.

Tentacle. Ioulaum makes a tentacle attack.

Break Concentration. Ioulaum targets a creature within 120 feet of themselves with which they have a psychic link. Ioulaum breaks the creature's concentration on a spell it has cast. The creature also takes 1d4 psychic damage per level of the spell.

Psychic Pulse. Ioulaum targets a creature within 120 feet of themselves with which they have a psychic link. Each creature of Ioulaum's choice within 10 feet of that creature take 10 (3d6) psychic damage.

Sever Psychic Link. Ioulaum targets a creature within 120 feet of themselves with which they have a psychic link. Ioulaum ends the link, causing the creature to have disadvantage on all ability checks, attack rolls, and saving throws until the end of the creature's next turn.

Disrupt Life (Costs 2 Actions). Each non‐undead creature within 120 feet of Ioulaum must make a DC 24 Constitution saving throw against this magic, taking 21 (6d6) necrotic damage on a failed save, or half as much damage on a successful one.

nino-is-elder-brain-ld.jpg
A suitably ominous Elder Brain, as no artwork of Ioulaum's current form exists; Art for WotC by Nino Is. on Artstation, https://www.artstation.com/artwork/QnLrA3

Born in Seventon in −3315 DR, Ioulaum was a powerful Netherese Arcanist and a beloved champion of his people during their wars against the orcs. In his life, he was powerful war wizard, and eventually went on to invent both the mythallar, as well as creating the first of the flying enclaves of his empire. Eventually, in −371 DR he underwent transformation into a Lich and created a lair in the Northdark, before he fully abandoned High Netheril in -339 DR to escape the life-drain dweomers of the phaerimm in central Netheril. Over time, Ioulaum began training an ever-growing number of apprentices fleeing the decline and eventual fall of Netheril. Some scholars tell that during this period Ioulaum was responsible for the creation of the first alhoon from his illithid students.

Centuries later, in 329 DR, Ioulaum was temporarily slain by a cabal of alhoons. Ioulaum's apprentice, Tabra, witnessed what she believed to be her master's battle with his own students. In actuallity, this was actually a ritual concocted by Ioulaum in which he created an undead elder brain with which he merged his own sentience. In vengeance for her masters presumed death, Tabra slaughtered the last few of Ellyn'taal's mind flayers by casting Ioulaum's longevity on herself in the midst of the community.

As late as 1372 DR, Ioulaum had survived in the form of an undead elder brain, known as the Oracle of Ellyn'taal. Because staying overlong in these strangely preserved, empty halls of Ellyn'taal results in a strange form of madness (a lethal form of cackle fever and mindfire that invariably ends in death), only Ioulaum’s undead servitors and the ghosts of the mind flayers slain by Tabra remain here with him. Thus far, no one suspects that this “oracle” was once the legendary Ioulaum, but word of its existence has begun to spread in whispers across the North. A few brave explorers who had stumbled upon the Oracle of Ellyn'taal had gained bits of arcane knowledge dating back to the height of Netheril from their meetings with it. It is said that Ioulaum extracts a terrible price for the information it provides — the voluntary and permanent loss of some fraction of the questioner’s sanity (as the permanent loss of 1d4 points of Wisdom), or the complete knowledge of a powerful spell unknown to Ioulaum (which is then forever lost to the questioner).

In that form Ioulaum sought new ways to gain control over the Weave and otherwise manipulate unwitting spellcasters through their use of the Art. The gods Mystra and Azuth thwarted his efforts, but indulged his arcane experimentation just enough to keep the Netherese elder brain from causing profound harm to the Realms.


Sources:

https://forgottenrealms.fandom.com/wiki/Ioulaum

Lost Empires of Faerûn, p. 101-102. (Wizards of the Coast), Richard Baker, Ed Bonny, Travis Stout. Edited by Penny Williams. ISBN 0-7869-3654-1.


Author's Note: While I did make this sheet, for this description I mostly paraphrased and/or abridged the wiki article for Ioulaum and the 2005 book 'Lost Empires of Faerûn.

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