Zero Two (5e Creature)

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Zero Two[edit]

Gargantuan celestial, chaotic evil


Armor Class 25 (natural armor)
Hit Points 585 (30d20 + 270)
Speed 0 ft., fly 120 ft.


STR DEX CON INT WIS CHA
14 (+2) 20 (+5) 28 (+9) 30 (+10) 28 (+9) 8 (-1)

Saving Throws Int +19, Wis +18
Skills Arcana +19, Insight +18, Perception +18
Proficiency Bonus +9
Damage Vulnerabilities radiant
Damage Resistances acid, cold, fire, force, lightning, poison, psychic, thunder
Damage Immunities necrotic; bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities charmed, frightened, prone, unconscious
Senses blindsight 120 ft., truesight 120 ft., passive Perception 28
Languages all, telepathy 120 ft.
Challenge 30 (155,000 XP)


Dark Matter Realm. Zero Two can only be fought in a realm of Dark Matter, where there is no solid surfaces and the fall is infinite. Only creatures with a fly speed by any means can move within this realm. Additionally, the Dark Matter Realm is entirely without light and so is entirely pitch black.

Innate spellcasting. Zero Two's spellcasting ability is Intelligence (spell save DC 25, +19 to hit with spell attacks). Zero Two can cast the following spells innately and with no material components and are cast at the highest level possible:

At will: chain lightning, counterspell, detect thoughts, false life, fireball, heal, lightning bolt, magic missile, ray of frost, see invisibility, sleep, sunbeam, sunburst
1/day each: gate, meteor swarm, power word kill, time stop, weird, wish

Legendary Resistance (3/Day). If Zero Two fails a saving throw, it may choose to succeed instead.

Dark Angel. Any of Zero Two's spells that deal Radiant damage always deal maximum damage.

Omnipresent Magic. Zero Two is immune to the effects of any form of magic dispelling, such as Dispel Magic or Antimagic Field.

Limited Magic Immunity. Unless Zero Two wishes to be effected, it is immune to spells of 6th level or lower and has advantage on savings throws of all spells and magical effects.

Everything will fall to Zero! If Zero Two's hit points would be reduced to 0, its current hit point total instead restores to 500 hit points and all of its once a day spells are recharged. Additionally, Zero Two may now use actions in the "Mythic Actions" section. Award a party an additional 100,000 XP (255,000 XP Total) for defeating Zero Two after Everything will fall to Zero! activates.

ACTIONS

Multicast. Zero Two may cast up to three times per turn when casting any spell that is under 9th level.

REACTIONS

Stolen Stars. If any creature within 240 ft. casts wish, Zero Two may "steal" the spell, and casts the spell itself instead.

Regain Distance (1/Day). When Zero Two is hit by a melee attack from within 15 ft., it may instantly teleport up to that creatures maximum movement speed + 50 ft.

LEGENDARY ACTIONS

Zero Two 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. Zero Two regains spent legendary actions at the start of its turn.

Move. Zero Two may move up to half of its movement speed.
Innate Spellcasting (Costs 2 Actions). Zero Two casts a spell.

MYTHIC ACTIONS

If Zero Two has activated All will fall to Zero! in the last 12 hours, it can use the options below as legendary actions.

Fall to Zero (Costs 3 Actions). Zero Two may nullify the effect of any spell or magical attack directed at it.

Gaze upon me! Do you fear me? (Costs 3 Actions). Zero Two may look at any creature in a 240 ft. range and force the creature to look at it. The creature must make a DC 24 Wisdom saving throw or become Frightened of Zero Two.

Is nothing all we're meant for? (Costs 3 Actions). Zero Two may invoke a feeling of meaninglessness in a creature and that creature must make a DC 24 Constitution saving throw or lose the will to continue for 1d4 turns. During this time, the only action the creature can use is the Help action.

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Original by Juuketsu ジュウケツー, https://www.pixiv.net/en/artworks/18549516
5.00
(one vote)

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