To maintain control over an ever expanding universe, Elder Gods created ulthalid to act as watchers and enforcers over each world within their domain. They laid in wait, listening to the minds of intelligent beings on these worlds and projected these thoughts to their masters. When a threat was found, or a reminder of the god’s power was necessary, the ulthalid would bring terrible death and destruction onto unwitting populations, often wiping out entire cities.
The strength and reach of the Elder Gods faded due to internal conflict and the rise of other cosmic beings. Many ulthalid lost their connection to their masters, causing them to lose their minds and become unpredictable. Others went into hiding and eventually fell into a deep slumber. As time passed, the existence of ulthalid and their Elder Gods waned. The ancient knowledge was lost to time, waiting to be rediscovered.
Fear Consuming
Ulthalid are drawn to fear and enjoy terrifying towns and cities before destroying them. They seek out the most vulnerable and force them to walk into their grasp so they can be impaled upon their tentacles. Ulthalid slowly feed on the blood of their impaled victims and relish in their last moments of pain and horror.
Ulthalid
Gargantuan Aberration, Typically Neutral Evil
Armor Class 16
Hit Points 232 (15d20 + 75)
Speed 40 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
16 (+3) | 10 (+0) | 21 (+5) | 14 (+2) | 16 (+3) | 11 (+0) |
Saving Throws Str +10, Con +9, Wis +7
Skills Insight +7, Intimidation +4, Perception +7
Damage Resistances psychic
Condition Immunities frightened
Senses darkvision 120 ft., passive Perception 17
Languages all, telepathy 120 ft.
Challenge 11 (7,200 XP)
Proficiency Bonus +4
Intellect Awareness. The ulthalid can read the surface thoughts of creatures within 300 feet of it. Creatures with an Intelligence of 3 or less are unaffected.
Vigilant Mind. The ulthalid has advantage on initiative rolls.
Actions
Multiattack. The ulthalid makes two Claw attacks and uses Enthralling Gaze. It can replace one attack with a use of Impale.
Claw. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 24 (4d8 + 6) slashing damage.
Enthralling Gaze. The ulthalid gazes at a creature it can see within 120 feet of it. The target must succeed on a DC 16 Wisdom saving throw or be charmed until the end of its next turn. On its turn, a charmed creature takes the Dash action and uses all its movement to move closer to the ulthalid, avoiding dangerous terrain.
Impale. The ulthalid attempts to grab a Large or smaller creature within 10 feet of it and impale it on one of its tentacles. The target must succeed on a DC 16 Strength saving throw or take 10 (3d6) piercing damage and be grappled and restrained by the ulthalid. While restrained, the target takes 10 (3d6) piercing damage at the beginning of each of its turns and the ulthalid regains a number of hits points equal to the damage dealt. The target can repeat the saving throw at the end of each of its turns, ending the effect. The ulthalid can have up to 8 creatures impaled at one time.
Downloads
Further Reading
Take a look a the jethrish if you need an aberration that stalks the Ethereal and Material planes.
If you need another gagantuan creature, check out the boghemoth.
Imagery created with Midjourney.
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