The Nameless One

Gargantuan aberration, lawful evil

This gargantuan creature is a long-forgotten Great Old One, whose body has been inadvertently trapped inside the tomb of a dead god for a millennia, unable to return to the Far Realm and regain his true power.


  • Armor Class 14 (natural armor)
  • Hit Points 250 (20d20 + 40)
  • Speed 10ft., fly 10 ft.

STR DEX CON INT WIS CHA
16 (+3) 10 (+0) 14 (+2) 20 (+5) 15 (+2) 15 (+2)

  • Saving Throws Con +7, Int +9, Wis +6
  • Skills Arcana +9, Deception +6, History +9, Perception +10
  • Senses blindsight 30 ft., darkvision 120 ft., passive Perception 20
  • Languages telepathy 120 ft.
  • Challenge 9 (5,000 XP)

Spellcasting. The Nameless One is an 12th-level spellcaster. Its spellcasting ability is Intelligence (save DC 17, +9 to hit with spell attacks). The Nameless One has the following spells prepared:

Cantrips (at will): dancing lights, eldritch blast, mage hand, friends, minor illusion, control flames

1st level: (4 slots): charm person, detect magic, identify, shield

2nd level: (3 slots): darkness, detect thoughts, shatter

3rd level: (3 slots): dispel magic, enemies abound, sending

4th level: (3 slots): confusion, Evard's black tentacles

5th level: (3 slots): geas, scrying

6th level: (1 slots): scatter

Reactive. The Nameless One can take one reaction on every turn in a combat.

Actions

Multiattack. The Nameless One makes three attacks: three with its tentacles or two with tentacles and one with claw.

Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit 19 (3d10 + 3) slashing damage, and the target is grappled.

Tentacles. Melee Weapon Attack: +7 to hit, reach 15 ft., one target. Hit 8 (1d10 + 3) bludgeoning damage. If at least two tentacles hit same target, it is grappled (escape DC 15) if it is a Huge or smaller creature. Until this grapple ends, the target is restrained and takes 16 (3d8 + 3) bludgeoning damage at the start of each of the Nameless One's turns, and the Nameless One can't use its tentacles on another target.

Enslave (1/Day). The Nameless One targets one creature it can see within 30 feet of it. The target must succeed on a DC 17 Wisdom saving throw or be magically charmed by the Nameless One until the Nameless One dies or until it is on a different plane of existence, other than Ethereal Plane, from the target. The charmed target is under the Nameless One's control and can't take reactions, and the Nameless One and the target can communicate telepathically with each other over any distance. Whenever the charmed target takes damage, the target can repeat the saving throw. On a success, the effect ends. No more than once every 24 hours, the target can also repeat the saving throw when it is at least 1 mile away from the Nameless One.

Hypnosis. The Nameless One projects a 30-foot cone of magical energy. Each creature in that area must make a DC 17 Wisdom saving throw. On a failed save, the creature is charmed by the Nameless One for l minute. While charmed in this way, the target tries to get as close to the Nameless One as possible, using its actions to Dash until it is within 5 feet of the Nameless One. A charmed target can repeat the saving throw at the end of each of its turns and whenever it takes damage, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature has advantage on saving throws against the Nameless One's Hypnosis for 24 hours.

Reactions

Parry. The Nameless One adds 5 to its AC against one melee attack that would hit it. To do so, the Nameless One must see the attacker and have at least one free claw.

Lair Actions

When fighting inside the tomb of Uria, Nameless One can invoke the ambient magic of the tomb to take lair actions. On initiative count 20 (losing initiative ties), the Nameless One takes a lair action to cause one of the effects described below:

  • The Nameless One uses its Hypnosis action, originating at a point within 120 feet of itself. It doesn't need to see the effect's point of origin.
  • The Nameless One casts darkness, dispel magic, or scatter, using Intelligence as its spellcasting ability and without expending a spell slot.

Regional Effects

A tomb is warped by the creature's unnatural presence, which creates one or more of the following effects:

  • Creatures within 1 mile of the Nameless One's lair sometimes feel as if they're being watched even when they aren't.
  • The Nameless One starts combat on the Ethereal Plane, being immune to all damage and all effects until its thrall (stats elsewhere) is defeated. While on the Ethereal Plane, the Nameless One can only use its lair actions.