The Orb of Total Annihilation (5e Creature)
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Tiny aberration, unaligned
Saving Throws Dex +12, Con +14, Wis +14
Innate Spellcasting (Psionics). The orb's innate spellcasting ability is Wisdom (spell save DC 22). It can innately cast the following spells, requiring no components:
At will: plane shift (self only)
Siege Monster. The orb deals double damage to objects and structures.
Legendary Resistance. When the orb fails a saving throw to resist a spell or effect, it can choose to succeed instead. It can do this 3 times a day
Obfuscated Form. A creature cannot determine the effectiveness of any damage or other effect inflicted on the orb without first succeeding on a DC 25 Intelligence (Arcana) check.
Damage Absorption. Whenever the orb is subjected to damage of a type it is immune to, it takes no damage and instead regains a number of hit points equal to the damage dealt of that type
Turbulent Obliteration. When the orb deals damage with Annihilate it gains immunity to the damage type dealt, if it doesn’t already have it, as well as the vulnerability in the table below These effects last until this feature is used again
Multiattack. The orb uses Consume Life, then makes 3 Annihilate attacks.
Annihilate. A thin line of destructive energy shoots from the orb to a random living creature (reroll if the creature has been targeted by Annihilate since the start of the orb’s last turn). Ranged spell attack: +14 to hit, range 120 ft., one target. Hit: 2d8 damage, using the first die to determine the damage type as shown below. Hit or miss, the attack creates a line 120 feet long originating from the orb and passing through the target’s space. Each creature within 5 feet of the line must succeed on a DC 22 Dexterity saving throw or take the same damage.
Consume Life. The orb drains the life of its surroundings to power its attacks. Plants wither, and any living creature in the area must make a DC 22 Constitution save. On a failed save, a creature takes 12d8 necrotic damage and gains a level of exhaustion. On a successful save, it takes half as much damage and does not gain any exhaustion. For every 50 total damage the orb inflicts with this feature, the damage of Annihilate is increased by 1 die until the start of the orb’s next turn. The damage decreases by 1d8 for every 10 feet further away from the orb a creature is.
Extermination Storm (recharge 5-6) A sphere of destruction expands from the orb, reaching a radius of 10 feet when this action is used. This sphere then remains in place, and the radius increases by 5 feet at the end of each of the orb’s turns. This sphere pulls everything towards it, except the orb, causing howling winds within 5 times the radius of the sphere. These winds are moderate within 4 times the radius, and strong within twice the radius. When the sphere is created, and at the start of each of the orb’s turns, creatures within 5 times the sphere’s radius are pulled towards the centre of the sphere a distance equal to three times the sphere’s radius, ending the movement in the closest unoccupied space to the sphere within that distance. A creature that enters the sphere for the first time on a turn or starts its turn there takes 5d10 force damage and is restrained, blinded and deafened until it is no longer inside the sphere. If the sphere is in the air, the pull of the sphere causes creatures restrained by it to hover in the air with it. A creature can use its action to make a Strength check against a DC of 22, ending this restrained condition on itself or another creature in the sphere that it can reach. A creature reduced to 0 hit points while inside the sphere that isn’t immune to force damage is annihilated, along with any nonmagical items it is wearing or carrying. The sphere disappears if the orb reaches 0 hit points, is more than 120 feet away from the center of the sphere, or uses this action again, or if 10 minutes have passed since the sphere was created.
Annihilate. The orb can use annihilate as an opportunity attack if a creature tries to move more than 120 feet away from it. If the opportunity attack hits, the target creature's speed is reduced to 0 until the end of its turn.
Consume Healing. When another creature the orb is aware of regains hit points, the orb can attempt to take the healing for itself. The creature must make a DC 22 Constitution saving throw. On a failed save, it takes 1d8 necrotic damage for every 5 hit points it regained. On a successful save, it takes half as much damage. Regardless, the orb regains hit points equal to the damage the creature takes.
The orb 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. The orb regains spent legendary actions at the start of its turn.
Consume Magic (2 actions). The orb targets a creature within 120 feet of it who is concentrating on a spell. The target must succeed on a DC 22 Constitution saving throw or its concentration is broken on the spell, and the orb gains 5 temporary hit points per level of that spell.
Annihilate. The orb uses Annihilate.
March. The orb moves up to its speed towards a living creature it’s aware of.
The appearance of this tiny floating orb is a sentence to annihilation of cities, kingdoms, continents, even entire planes. Its only purpose is to reduce everything to dust. The only consolation is that its destruction is not wrath, it's dispassionate, a force of nature, bringing total devastation to good and evil alike. It has no emotion, no will. It is patient, efficient, and unrelenting.
At the start of an encounter, the orb is likely to use its Extermination Storm, and try to remain at the centre of the effect, as it has no effect on itself, pulls living things closer to the orb to make Consume Life more effective, and is the best way for it to deal with melee combatants, who would otherwise disrupt the Annihilate attacks. The orb then won't use Extermination Storm again, even if it recharges, unless using it again will cause more destruction, as the sphere of destruction grows in size and power the longer it remains. The orb may leave the sphere if it proves ineffective against melee opponents, or if it can cause significantly more destruction by positioning elsewhere. The orb may leave the sphere to get the most benefit of Consume Life, then re-enter it to gain the benefit of not being seen while making its Annihilate attacks. The orb relies on draining the life from living creatures to empower its Annihilate attacks, so before attacking it should move into the position where it can empower its attacks the most (i.e. deal the most damage with Consume Life). After that, it attacks random targets with Annihilate, as it doesn't care who its killing. However, while it doesn't have an inherently preferred attack target, it will try to cause as much destruction with its attacks as possible, by positioning in such a way that the most creatures are likely to be caught in the area of effect of Annihilate.
Most rounds, the orb will use all of its legendary actions to make Annihilate attacks, but occasionally a spellcaster will be concentrating on a spell that proves a significant barrier to destruction, or the sphere may choose to consume a spell to try and prolong its existence if need be. March is generally reserved for giving chase if the living creatures are attempting to flee, but even then it may not give chase if it can cause more destruction in its current position. Using Annihilate as an opportunity attack is the orb's first counter to a fleeing enemy, but it won't hesitate to Consume Healing even if it expects a creature to flee.