Slaughter (5e Creature)
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Gargantuan aberration, chaotic evil
Saving Throws All saving throws +34
Undeniable Power. Slaughter ignores invulnerability to damage, and treats resistance as vulnerability.
Undeniable Resistance (5/day). If this being fails a saving throw, it can choose to succeed instead.
Limited Magic Immunity. This being can't be effected or detected by spells 7th-level or lower unless it wishes to be. This being also has advantage on saving throws against all other spells and magical effects.
Multiattack. Slaughter makes 10 attacks, then uses silence.
Slaughter. Melee Weapon Attack: +23 to hit, reach 15 ft., one creature. Hit: 324 (3d20 + 20) necrotic damage.
Silence. All creatures that Slaughter chooses within 120 feet of him, all chosen creatures must succeed on a DC 23 constitution saving throw or be unable to speak. If a creature that is unable to speak starts its turn within 120 feet of this being, it takes 16 (3d10) psychic damage and be incapacitated until the start of this being's next turn. If a silenced creature takes any damage that it is resistant too, it can repeat the saving throw, ending the effect on itself on a success. The effect also ends if the creature receives magical healing. If the effect ends for it, a creature is immune to Silence for the next 12 hours. This has no effect on oozes.
Slaughter is a terrifying unnatural creature that originates in the negative plane. Because this being is unable to be comprehended by normal minds, it is unable to be described. If any creature sees this being appear the are either going to die, or if they survive, slaughter makes them unable to speak about the encounter. Slaughter has one intent, to destroy all life in the multiverse.
Cults. A few deranged humanoids and gnolls worship Slaughter as a god. This being may grant them with powers (see below) or just kill them, whatever furthers his intent to destroy all life.
The Killer. Because this beings chaotic alignment it is unable to be tamed. Also because it is evil this being will kill anyone it comes across.
Cult Powers. Typical cultists of Slaughter include gnolls and other humanoids who want to kill others to reduce the population of the multiverse, or just for the sake of killing. Most cultists work alone, performing unspeakable murders. But a few form small killing bands. Rank and file cultists gain the Death Grip ability, while leaders gain the Call Of Doom ability
Death. An attack deals an extra 13 (3d8) nectrotic damage when this creature hits with it (included in the attack).
Call Of Doom (1/day). One creature within 60 feet of this creature must make a wisdom check, contested by this creatures charisma check. If the creature looses its body is destroyed and its soul is transported to a black gem that appears in this creatures hand. A remove curse spell cast at 4th-level or higher on the gem, releases the soul returning it, and the souls body to life.