The Heart of Darkness (5e Creature)
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The Heart of Darkness
Gargantuan aberration (titan), chaotic evil
Saving Throws Int +24, Wis +26, Cha +21
Suffer Not the Unworthy. The Heart of Darkness may only be found in its lair at the very heart of the world. This Lair can only be accessed by a party of exactly four level twenty or higher humanoids. The Labyrinth that leads the way into its lair will shift and change not allowing any other composition to find its way to the heart of Darkness. Teleportation within the lair of the heart of darkness is impossible.
Come Unto Your Maker. When the heart of Darkness is reduced to 2/3 of its hp maximum and then again reduced to 1/3 of its hp maximum once after a long rest, The Heart of Darkness Immediately kills 1 character consuming its body. This feature does not trigger if the party has less then 4 members for the first proc, or less then 3 members for the second proc.
Heart of the World. The Heart of Darkness is perpetually at the very heart of the world and cannot be moved. There it makes it lair, a 100ft by 100ft by 50ft Vast expanse completely lined with flesh, eyes, and teeth, regrowing infinitely if damaged. The only entrance is from a nearly infinite labyrinth that runs beneath the entire world festering with twisted creatures of all types and cultists as warped as the god they worship. The Lair is considered the heart of darkness's Domain, it is considered the planar ruler of it as well. No teleportation can take place within this area nor openings to other extra dimensional spaces. The lair seals the entrance with a fleshy growth once the chosen party enters.
Victory: A hollow and ridiculous notion. Once the Heart of Darkness is reduced to 0 hitpoints it is reduced into a dormant state returning once every 1,000 years and can never be permanently Sealed or Slain. "We are born from this thing, made of it, and we will be returned to it, in time. Should it not be slain within 2 years of awakening, it will hatch in full shattering the earth bringing inescapable doom to all of the prime material plane. Within 1 year of its awakening the landscape within 10miles of the manor which houses the entrance to the labyrinth, begins to seep corruption filling it with twisted abominations.
Eldritch Magic. The heart of Darkness's attacks count as magical for the purposes of overcoming damage resistances.
Multiattack The heart of darkness makes two other different attacks
Know This. Melee Weapon Attack: +14 to hit, reach 50 ft., one target. Hit: target makes a wisdom saving throw DC 23. On success no effect, on failure target must use their reaction to move their movement speed away from the heart of darkness, and are considered frightened of the heart of darkness. They repeat the wisdom saving throw at the end of each of their turns ending the condition on a success.
Puncture Ranged Weapon Attack: +14 to hit, range 100 ft., one target. Hit: 50 (10d6 + 15) piercing damage. Target makes a dc 23 constitution saving throw. Success no additional effect, failure: Target takes (1/2 piercing damage taken from this attack) damage at the start of their turn as they bleed, this can be ended by using their bonus action to bandage the wound with a dc 10 medicine check.
Dissolution Ranged Weapon Attack: +14 to hit, range 100 ft., one target. Hit: 50 (10d6 + 15) acid damage. Target makes a dc 23 dexterity check, on success no additional effects, on failure: Target takes (1/2 acid damage taken) acid damage at the start of each of their turns. This additional damage can be ended by using a bonus action to splash yourself with antivenom (can be bought from a mysterious provision-er found outside the manor for 200gp a piece.)
Legendary Resistance 3/day when the Heart of Darkness fails a saving throw it can instead chose to succeed it.
Behold the heart of the world! Progenitor of life, father and mother, alpha and omega! Our creator... and our destroyer. The Heart of Darkness is a slumbering, ethereal, and omnipresent deity as per lovecraftian lore. Its physical form that is detailed here is merely its infantile form. Should it every be allowed to develop into its full form the entire world would be destroyed. "Your ancestor" is the spirit of a being who did things much past forbidden or taboo and through his many awful and great deeds he gained a glimpse into what slept beneath his very own manor. He became obsessed with the thing and soon brought about its rediscovery. He is of the thing now, omnipresent as the evil itself. He functions almost as a narrator giving comments on great and terrible things to happen within the hamlet, a small ruined town surrounding the manor. He speaks of our family and him being your ancestor though in truth he talks about the family of man-kind. The heart itself is not cognizant of anything yet, and thus lashes out like a wild beast, driven on instinct. It is the instinct of the highest predator, for all is its prey. Those who choose to worship its wordless will are reward with disfigured fleshy grows filled with eyes and teeth, and the power that comes with the flesh. The right in which four heroes are allowed to challenge its infantile form is a mechanism designed by the thing itself. It is a test to see if the world is weak enough to finally be worthy of the end it brings like drinking a well aged wine. There are some talisman that provide aid against the creature that exist somewhere inside of the fleshy labyrinth of horrors that lead to its lair (gm discretion)