\n style='position:absolute; top:570px; right:120px; width:610px' />\n \n\n\n \n\\page\n\n## The Darkest Dungeon\n\nDeep beneath the manor, beneath the earth, The cult prepares their final rituals. They defend these halls with their lives, their bodies warping and contorting as they've seen the Truth about this world. Some are so far gone to no longer even be able to be called human. The further into this blackest hell you go, the worse the visions become. And below it all, the echoing sound of a beating heart...\n\n### Ascended Brawler\n\nThe cultists writhe and contort, their bodies wracked by the Truth they saw beneath the manor. Even as mutated as they now are, they continue their vigil against all trespassers. Their new forms grant them strength previously uknown in men, and the kind of fortitude even solid stone would envy.\n\n___\n> ## Ascended Brawler\n>*Medium Abberation, Chaotic Evil*\n> ___\n> - **Armor Class** 17 (Natural Armor)\n> - **Hit Points** 90 (12d12+12)\n> - **Speed** 30ft.\n>___\n>|STR|DEX|CON|INT|WIS|CHA|\n>|:---:|:---:|:---:|:---:|:---:|:---:|\n>|22 (+6)|14 (+2)|20 (+5)|15 (+2)|12 (+1)|16 (+3)|\n>___\n> - **Condition Immunities** None\n> - **Senses** Truesight 50 ft.\n> - **Languages** Common, Deep Speech\n> - **Challenge** 2 (450 XP)\n> ___\n> ***The Warping Truth.*** When the Ascended Brawler is Critically hit, roll 1d100. If the roll is greater than 85, the Critical Hit is nullified as the Brawler's body contorts and warps.\n> ### Actions\n> ***Rend For the New God.*** *Melee Weapon Attack:* +10 to hit, reach 5ft., one target. *Hit* 22 (4d6 + 6) Slashing damage. \n>\n> ***Charging Rend.*** If the Ascended Brawler moves more than 20 feet in a straight line, he may make one Rend For the New God attack with Advantage.\n\n```\n```\n\n### Ascended Witch\n\nThe Priestesses of the cult too, have seen the Truth deep below. They too are warped, and corrupted beyond any sense of humanity. If this is their goal for the entire world, perhaps death at their hands is a mercy.\n___\n> ## Ascended Witch\n>*Medium Abberation, Chaotic Evil*\n> ___\n> - **Armor Class** 19 (Natural Armor)\n> - **Hit Points** 76 (9d10+27)\n> - **Speed** 30ft.\n>___\n>|STR|DEX|CON|INT|WIS|CHA|\n>|:---:|:---:|:---:|:---:|:---:|:---:|\n>|14 (+2)|22 (+6)|18 (+4)|24 (+7)|16 (+3)|19 (+4)|\n>___\n> - **Condition Immunities** None\n> - **Senses** Truesight 50 ft.\n> - **Languages** Common, Deep Speech\n> - **Challenge** 2 (450 XP)\n> ___\n> ***The Warping Truth.*** When the Ascended Witch is Critically hit, roll 1d100. If the roll is greater than 85, the Critical Hit is nullified as the Cultist's body contorts and warps.\n> ### Actions\n>\n> ***Summon Vision of Truth(1/Short Rest):*** The cultist witch summons a creature to assist her in combat. It disappears into dust when destroyed or after 1 minute. She can summon a Bone General, Uca Major, Swinetaur, or Blighted Giant. It gains **The Warping Truth.** \n>\n> ***Fate's Reveal:*** The Ascended Witch chants, and forces a target creature within 30 feet to make a Wisdom saving throw with DC 14. On failure, that creature takes 4d8 Psychic damage. Targets who speak Deep Speech have Advantage on this saving throw.\n\n\n\n\\page\n\nThe deeper into this hell you go, the more of this... document... appears. Who is its author? How do they know what lives in this world's blackest depths?\n\n### Rapturous Cultist\n\nThe Rapturous are the civilians who joined the cult yet were not fit for combat. They rejoice in the Truth beneath the manor, their twisted bodies gyrating and contorting as their face is warped into a rictus grin.\n\n___\n> ## Rapturous Cultist\n>*Medium Abberation, Chaotic Evil*\n> ___\n> - **Armor Class** 5\n> - **Hit Points** 67 (9d8+27)\n> - **Speed** 30ft.\n>___\n>|STR|DEX|CON|INT|WIS|CHA|\n>|:---:|:---:|:---:|:---:|:---:|:---:|\n>|10 (0)|11 (0)|10 (0)|6 (-2)|6 (-2)|6 (-2)|\n>___\n> - **Condition Immunities** None\n> - **Senses** Truesight 50 ft.\n> - **Languages** Common, Deep Speech\n> - **Challenge** 1/8 (25 XP)\n> ___\n> ***The Warping Truth.*** When the Cultist is Critically hit, roll 1d100. If the roll is greater than 85, the Critical Hit is nullified as the Cultist's body contorts and warps.\n> ### Actions\n> ***Flesh to Flesh.*** The Rapturous Cultist deals 2d8 damage to itself to heal an ally for 4d8.\n\n```\n```\n\n### Cultist Priest\n\nTheir bodies no longer even have a form that could even be called humanoid. Perhaps the larval stage of some greater abberation, these Priests hide under their robes until the perfect moment to strike. When they find it, their entire body warps and lashes out as a singular weaponized limb. In an instant, they revert, leaving nothing but the question if the transformation\never occured... and an impossibly deep wound.\n\n___\n> ## Cultist Priest\n>*Medium Abberation, Chaotic Evil*\n> ___\n> - **Armor Class** 16 (Natural Armor)\n> - **Hit Points** 114 (12d10+48)\n> - **Speed** 30ft.\n>___\n>|STR|DEX|CON|INT|WIS|CHA|\n>|:---:|:---:|:---:|:---:|:---:|:---:|\n>|24 (+7)|10 (0)|19 (+4)|18 (+4)|17 (+3)|14 (+2)|\n>___\n> - **Condition Immunities** None\n> - **Senses** Truesight 50 ft.\n> - **Languages** Common, Deep Speech\n> - **Challenge** 5 (1,800 XP)\n> ___\n> ***The Warping Truth.*** When the Cultist is Critically hit, roll 1d100. If the roll is greater than 85, the Critical Hit is nullified as the Cultist's body contorts and warps.\n> ### Actions\n> ***Wrath's Finger.*** *Melee Weapon Attack:* +10 to hit, reach 5ft., one target. *Hit* 27 (5d6 + 7) Piercing damage.\n\n\n\n\\page\n\n### Malignant Growth\nAnd here we thought iron and stone immalleable. Unchanging. This... abomination of flesh and steel is a travesty to all natural law. If we are to succeed in this place, we must be willing to rethink how we consider the very world we live in.\n\n___\n> ## Malignant Growth\n>*Medium Abberation, Chaotic Evil*\n> ___\n> - **Armor Class** 18 (Natural Armor)\n> - **Hit Points** 85(10d10+30)\n> - **Speed** --.\n>___\n>|STR|DEX|CON|INT|WIS|CHA|\n>|:---:|:---:|:---:|:---:|:---:|:---:|\n>|16 (+3)|16 (+3)|40 (+15)|1 (-5)|1 (-5)|1 (-5)|\n>___\n> - **Damage Immunities** Poison, Psychic\n> - **Damage Resistances** Bludgeoning, Slashing, Piercing, Fire, Cold\n> - **Condition Immunities** Exhaustion, Frightened, Paralyzed, Petrified, Poisoned, Charmed\n> - **Senses** Truesight 50 ft.\n> - **Languages** Deep Speech\n> - **Challenge** 4 (1100 XP)\n> ___\n> ***Immutable.*** Immune to Polymorph effects.\n>\n> ***Abberant Construct.*** Counts as both a Construct and an Abberation for the purposes of effects such as Favored Enemy.\n>\n> ***The Warping Truth.*** When the Growth is Critically hit, roll 1d100. If the roll is greater than 85, the Critical Hit is nullified as the Growth's body contorts and warps.\n> ### Actions\n> ***Mental assault.*** Target creature must make a DC14 Wisdom save or be stunned until the end of its next turn and take 6d6 Psychic damge.\n>\n> ***Maul the Flesh.*** *Melee Weapon Attack:* +8 to hit, reach 15ft., one target. *Hit* 19 (4d6 + 3) Slashing damage.\n\n```\n```\n\n### Defensive Growth\n\nAnother amalgam of flesh and metal. Truly, we fight the world itself the deeper we descend. Even immobile, this eldritch creature seems to be able to protect its allies.\n\n___\n> ## Defensive Growth\n>*Medium Abberation, Chaotic Evil*\n> ___\n> - **Armor Class** 21 (Natural Armor)\n> - **Hit Points** 93(11d10+33)\n> - **Speed** --.\n>___\n>|STR|DEX|CON|INT|WIS|CHA|\n>|:---:|:---:|:---:|:---:|:---:|:---:|\n>|20 (+5)|10 (0)|40 (+15)|1 (-5)|1 (-5)|1 (-5)|\n>___\n> - **Damage Immunities** Poison, Psychic\n> - **Damage Resistances** Bludgeoning, Slashing, Piercing, Fire, Cold\n> - **Condition Immunities** Exhaustion, Frightened, Paralyzed, Petrified, Poisoned, Charmed\n> - **Senses** Truesight 50 ft.\n> - **Languages** Deep Speech\n> - **Challenge** 4 (1100 XP)\n> ___\n> ***Immutable.*** Immune to Polymorph effects.\n>\n> ***Abberant Construct.*** Counts as both a Construct and an Abberation for the purposes of effects such as Favored Enemy.\n>\n> ***The Warping Truth.*** When the Growth is Critically hit, roll 1d100. If the roll is greater than 85, the Critical Hit is nullified as the Growth's body contorts and warps.\n> ### Actions\n> ***Bolster.*** The Growth casts Haste on an ally within 30 feet.\n>\n> ***Grand Guard.*** As a reaction, the Growth can take damage for an ally within 30 feet.\n>\n> ***Ritual Restoration.*** The Growth heals an ally for 4d8.\n>\n> ***Unbearable Tremors.*** The very room shakes and warps! All creatures within 50 feet must make a DC14 Wisdom save. Creatures who ail take 4d8 Psychic damage.\n\n\n\n\\page\n\n### Flesh Hound\n\nIt seems animals are just as vulnerable to the Truth as humans. What was once a dog is now a crawling mass of tentacles and fangs. It runs the tunnels of the Darkest Dungeon, ever seeking trespassers to devour.\t\n\n___\n> ## Flesh Hound\n>*Small Abberation, Chaotic Evil*\n> ___\n> - **Armor Class** 14\n> - **Hit Points** 22 (4d8+4)\n> - **Speed** 50ft.\n>___\n>|STR|DEX|CON|INT|WIS|CHA|\n>|:---:|:---:|:---:|:---:|:---:|:---:|\n>|10 (+0)|18 (+4)|12 (+1)|3 (-3)|10 (0)|10 (0)|\n>___\n> - **Condition Immunities** None\n> - **Senses** Truesight 50 ft.\n> - **Languages** None, Understands Common and Deep Speech.\n> - **Challenge** 1 (200 XP)\n> ___\n>\n> ***The Warping Truth.*** When the Hound is Critically hit, roll 1d100. If the roll is greater than 85, the Critical Hit is nullified as the Hound's body contorts and warps.\n>\n> ***Organization.*** The Flesh Hound's allies can mark a target as a Bonus Action, giving the Dog advantage on its next against that creature.\n> ### Actions\n> ***Savage.*** *Melee Weapon Attack:* +8 to hit, reach 5ft., one target. *Hit* 12 (2d4 + 4) Slashing Damage. Creatures struck must make a DC13 Constitution saving throw or start bleeding profusely. A creature bleeding by this effect takes 2d4 Slashing damage at the start of each of their turns, and can use a Bonus Action to attempt to stop the bleeding with a DC15 Constitution save or Medicine check. Another creature that is Adjacent to a bleeding creature can attempt the same Medicine check as a Bonus Action.\n\n```\n```\n\n### Polyp\n\nThere truly is no words for the abominations that creep through these halls. The Polyp has no proper structure, no sensory organs, no way to move about except for its wings. How this creature even finds its way around is a mystery, let alone how it detects prey. What is known, however, is once it has identified a target it hunts them down with no rest, chasing them to the ends of the earth.\n\n___\n> ## Polyp\n>*Small Abberation, Chaotic Evil*\n> ___\n> - **Armor Class** 15 (Nautral Armor)\n> - **Hit Points** 16 (3d8+3)\n> - **Speed** 0ft, 20 ft fly.\n>___\n>|STR|DEX|CON|INT|WIS|CHA|\n>|:---:|:---:|:---:|:---:|:---:|:---:|\n>|12 (+1)|18 (+4)|12 (+1)|14 (+2)|12 (+1)|13 (+1)|\n>___\n> - **Condition Immunities** Exhausted\n> - **Senses** Blindsense 50 ft.\n> - **Languages** Deep Speech\n> - **Challenge** 1 (200 XP)\n> ___\n> ***Unceasing Attack.*** Once a Polyp has identified a target, it instinctively knows which direction that target is and the distance to them. It will chase them forever, with no need to sleep, eat, or drink.\n> ### Actions\n> ***Bite.*** *Melee Weapon Attack:* +4 to hit, reach 5ft., one target. *Hit* 7 (1d4 + 4) Piercing damage. \n>\n> ***Phlegm Launch.*** *Ranged Weapon Attack:* +4 to hit, reach 20ft., one target. *Hit* 7 (1d4 + 4) Acid damage. Targets must make a DC13 Constitution save or be Poisoned for 1 minute. While poisoned in this way, the target's speed is 5 lower.\n>\n> ***Banishing Screech.*** The Polyp screeches, and a target must make a DC13 Wisdom save or be Frightened of the Polyp for 1 minute.\n\n\n\n\\page\n\n## The Templars\n\nApparently the end-goal of the transformations the cultists are going under, the templars are a group of monstrosities that are the most elite of the cultists warriors. All templars have an ability called \"Revalation\" which adventurers will need to find a way around if they have any hope to defeat them. It is extremely rare to see more than one templar in an area.\n\n### Templar Impaler\n\nThe Impaler is a Templar with a stinger carrying an extremely lethal poison. Their claws are highly lethal and their body is built for frontline combat.\n\n### Templar Warlord\nThe Warlord is a Templar with a stinger that can launch a deadly spine. Their poison is less lethal than an Impaler, but their spines can be rained down over an area.\n___\n___\n> ## Templar Impaler\n>*Large Abberation, Chaotic Evil*\n> ___\n> - **Armor Class** 17 (Natural Armor)\n> - **Hit Points** 178 (17d10+85)\n> - **Speed** 40ft.\n>___\n>|STR|DEX|CON|INT|WIS|CHA|\n>|:---:|:---:|:---:|:---:|:---:|:---:|\n>|24 (+7)|10 (0)|20 (+5)|18 (+4)|21 (+5)|10 (0)|\n>___\n> - **Condition Immunities** None\n> - **Senses** passive Perception 6\n> - **Languages** None\n> - **Challenge** 10 (5,900 XP)\n> ___\n> ***Truth.*** When the Templar is Critically hit, roll 1d100. If the roll is greater than 50, the Critical Hit is nullified as the Templar's body contorts and warps.\n>\n> ***Revelation.*** At the top of each initiative, the Templar rears back, revealing an eye at the center of its body. A target creature who can see this eye must make a DC20 Wisdom save or take 15d10 Psychic damage.\n> ### Actions\n> ***Torment.*** *Melee Weapon Attack:* +11 to hit, reach 10ft., one target. *Hit* 19 (3d6 + 7) Slashing damage.\n>\n> ***Impaling Stiner.*** *Melee Weapon Attack:* +11 to hit, reach 15ft., one target. *Hit* 15 (2d6 + 7) Piercing damage. Targets must make a DC17 Constitution save or take 5d8 Poison damage and be poisoned for 1 minute.\n\n___\n___\n> ## Templar Warlord\n>*Large Abberation, Chaotic Evil*\n> ___\n> - **Armor Class** 19 (Natural Armor)\n> - **Hit Points** 178 (17d10+85)\n> - **Speed** 40ft.\n>___\n>|STR|DEX|CON|INT|WIS|CHA|\n>|:---:|:---:|:---:|:---:|:---:|:---:|\n>|16 (+3)|22 (+6)|20 (+5)|21 (+5)|18 (+4)|10 (0)|\n>___\n> - **Condition Immunities** None\n> - **Senses** passive Perception 6\n> - **Languages** None\n> - **Challenge** 10 (5,900 XP)\n> ___\n> ***Truth.*** When the Templar is Critically hit, roll 1d100. If the roll is greater than 50, the Critical Hit is nullified as the Templar's body contorts and warps.\n>\n> ***Revelation.*** At the top of each initiative, the Templar rears back, revealing an eye at the center of its body. A target creature who can see this eye must make a DC20 Wisdom save or take 15d10 Psychic damage.\n> ### Actions\n> ***Torment.*** *Melee Weapon Attack:* +10 to hit, reach 10ft., one target. *Hit* 18 (3d6 + 6) Slashing damage.\n>\n> ***Launch Stiner.*** *Ranged Weapon Attack:* +10 to hit, reach 45ft., one target. *Hit* 15 (2d6 + 7) Piercing damage. Targets must make a DC17 Constitution save or take 3d8 Poison damage and be poisoned for 1 minute.\n>\n> ***Stinger Rain.*** The Templar rains down a group of stingers. creatures in a 10 foot radius circle must make DC17 Dexterity saves or take 3d8 Piercing damage. Creatures struck must make DC17 Constitution saves or take an additional 2d8 Poison damage.\n\n### Lesser Templars\n\nTemplar Gladiators and Snipers are lesser versions of the Impaler and Warlords. While they lack the **Revelation** ability, they are otherwise the same creature.\n\n\n\n\\page\n\n\t\n### Antibody\n\nThe very walls we walk past seem to now be made of flesh. We are truly within the belly of the beast now... is what we see now a reflection of our own internal structure? It seems newly formed, and not terribly dangerous, but even so take caution.\n\n___\n> ## Antibody\n>*Medium Abberation, Unaligned*\n> ___\n> - **Armor Class** 14 (Natural armor)\n> - **Hit Points** 17 (5d6)\n> - **Speed** --.\n>___\n>|STR|DEX|CON|INT|WIS|CHA|\n>|:---:|:---:|:---:|:---:|:---:|:---:|\n>|8 (-1)|6 (-2)|18 (+4)|18 (+4)|12 (+1)|13 (+1)|\n>___\n> - **Condition Immunities** Prone\n> - **Senses** Truesight 100 ft.\n> - **Languages** None, Understands Deep Speech\n> - **Challenge** 1/2 (100 XP)\n> ___\n>\n> ***Abberant Biology*** This creature seems to shrug off blows that would normally be incredibly lethal. This creature cannot be critically hit.\n> ### Actions\n> ***Secretions*** The Antibody launches forth a spray of secretions. Creatures in a 30 foot line must make a DC12 Dexterity save or take 3d6 Acid damage and be stunned until the end of their next turn. \n\n\n\n\\page\n\n## The Mammoth Cyst\n\nAn esotetic creature of unprecedented size, this Cyst constantly summons a strange, white creature that is in and of itsel not dangerous, but if left alive can possibly teleport adventurers away to protect the main body of this abomination.\n\n___\n> ## The Mammoth Cyst\n>*Huge Abberation, Chaotic Evil*\n> ___\n> - **Armor Class** 15 (Natural Armor)\n> - **Hit Points** 212 (17d12+102)\n> - **Speed** --\n>___\n>|STR|DEX|CON|INT|WIS|CHA|\n>|:---:|:---:|:---:|:---:|:---:|:---:|\n>|24 (+7)|5 (-2)|25 (+7)|16 (+3)|20 (+5)|4 (-3)|\n>___\n> - **Condition Immunities** None\n> - **Senses** Truesight 100 ft.\n> - **Languages** Deep Speech\n> - **Challenge** 15 (13,000 XP)\n> ___\n> ***White Cell Stalk.*** At the top of each initiative, it summons a White Cell Stalk if one is not currently alive. (14 AC, 30 HP)\n> ### Actions\n> ***Gaze of the Infinite.*** The Cyst gazes at a target. That creautre must make a DC18 Wisdom save or be stunned until the end of their next turn, take 6d6 Psychic damage, and have Disadvantage on attacks for three rounds.\n>\n> ***Digestion.*** The Cyst vomits forth a spray of acid. Creatures in a 30 foot cone must make DC18 Dexterity saves or take 6d8 Acid damage, half on success. Creatures which fail must also make a DC18 Constitution save or take an additional 2d8 Poison damage and be Poisoned for 1 minute.\n\n```\n```\n\n### White Cell Stalk\n\nThe White Cell Stalk is a similar creature to the Antibody before it. It has no offensive potential, but if left alive has potent magic that can teleport victims away.\n\n___\n> ## White Cell Stalk\n>*Medium Abberation, Chaotic Evil*\n> ___\n> - **Armor Class** 14 \n> - **Hit Points** 30\n> - **Speed** --ft.\n>___\n>|STR|DEX|CON|INT|WIS|CHA|\n>|:---:|:---:|:---:|:---:|:---:|:---:|\n>|10 (0)|10 (0)|10 (0)|10 (0)|10 (0)|10 (0)|\n>___\n> - **Condition Immunities** None\n> - **Senses** Truesight 100 ft.\n> - **Languages** Deep Speech\n> - **Challenge** 1/8 (25 XP)\n> ___\n>\n> ***Delayed Reaction.*** The White Cell Stalk acts on the bottom of each initiative.\n> ### Actions\n> ***Reconstitute.*** The White Cell Stalk heals a target for 3d8.\n>\n> ***Displace.*** The White Cell Stalk casts a spell on two target creatures it can see. They must both make a DC22 Wisdom save. If either succeeds, the spell fails. If both creatures fail, their locations are swapped as they teleport.\n>\n> ***Relocate Target.*** The White Cell Stalk casts a spell on up to 6 target creatures. They must all make a DC30 Wisdom save. If any succeed, the spell fails. If they all fail the save, they are teleported to another location of the White Cell Stalk's choice within a mile. This ability cannot be used until at least 18 seconds after the Stalk is summoned.\n\n\n\n\\page\n\n## The Shuffling Horror\n\nA keening cry all who have fought a shambler remember echoes down the halls of the Darkest Dungeon. It seems the Cult have brought one to heel, and exposed it to the Truth. It becomes their guardian, one of their greatest assets. The organs that once produced poison are now inert and useless.\n___\n___\n> ## The Shuffling Horror\n>*Huge Abberation, Chaotic Evil*\n> ___\n> - **Armor Class** 20 (Natural Armor) \n> - **Hit Points** 230 (20d12+100)\n> - **Speed** 30ft.\n>___\n>|STR|DEX|CON|INT|WIS|CHA|\n>|:---:|:---:|:---:|:---:|:---:|:---:|\n>|19 (+4)|16 (+3)|18 (+4)|16 (+3)|15 (+2)|16 (+3)|\n>___\n> - **Condition Immunities** Charmed\n> - **Senses** Darkvision 90 ft.,\n> - **Languages** Abyssal, Deep Speech, Undercommon\n> - **Challenge** 13 (10,000 XP)\n> ___\n> ***Legendary Resistance (3/day).*** The Horror can choose to succeed at a save which it failed.\n>\n> ### Actions\n> ***Multiattack.*** The Horror makes up to four attacks. They can be split in any way between its abilities.\n>\n> ***Lacerate Advancement (Recharge 1).*** The Horror roars, swinging its tentacles in an arc. Creatures in a 10 foot circle around the Horror must make DC 17 Dexterity saves, taking 6d6 Slashing on failure, half on success.\n> \n> ***Echoing Disassembly (Recharge 1).*** The Horror lets out a cry that echoes painfully through the shadowy void. Creatures within 50 feet must make a DC 17 Wisdom Save or take 4d8 Psychic damage, and be randomly teleported around the void. They end up switching places with a random ally, or moved up to 30 feet in any direction. (Roll d8 for direction, and d6 for distance)\n>\n> ***Tentacle Slash*** *Melee Weapon Attack:* +8 to hit, reach 20ft., one target. *Hit* 20 (4d6 + 4) Slashing Damage.\n\n\n\n\\page\n\n## The Ancestor\nSo you finally reach the end. Through all your trials, all your adventures, you find yourself here. Facing me. You slew each of my mistakes, and descended into the Darkest Dungeon to put this world at peace, and for what? a sense of justice? To make right what once went wrong? Pitiful. There is a Truth staring up at you from this World's blackest depths, and I am its herald. You foolishly consider yourself an entity apart from the whole. You are *wrong.* ***And I will show you.***\n___\n> ## The Ancestor\n>*Medium humanoid, Chaotic Evil*\n> ___\n> - **Armor Class** Irrelevant.\n> - **Hit Points** Infinite.\n> - **Speed** Unknown.\n>___\n>|STR|DEX|CON|INT|WIS|CHA|\n>|:---:|:---:|:---:|:---:|:---:|:---:|\n>|30 (+10)|30 (+10)|30 (+10)|30 (+10)|30 (+10)|30 (+10)|\n>___\n> - **Damage Immunities** All\n> - **Condition Immunities** All\n> - **Senses** Truesight 500 ft.\n> - **Languages** All\n> - **Challenge** 30 (155,000 XP)\n> ___\n>\n> ***Reflections.*** The Ancestor, at the top of each initiative, summons three Reflections, or the difference between three and the current total. If he summons 1, it is a Perfect Reflection. If he summons 2, roll 1d4. If the d4 lands on a 1, one is summoned as an Imperfect Reflection, and the other is Perfect. If he summons 3, one is Imperfect and the others are Perfect. If a total of 5 Imperfect reflections are killed, The Ancestor dies.\n>\n> ***The Truth.*** When The Ancestor dies, his corpse becomes The Heart.\n> ### Actions\n>\n> ***Time Heals All. (Recharge 4)*** All Reflections are healed for 2d8.\n\n___\n> ## Reflection\n>*Medium Abberation, Chaotic Evil*\n> ___\n> - **Armor Class** 16 (Natural Armor)\n> - **Hit Points** 67 (9d10+18)\n> - **Speed** 30ft.\n>___\n>|STR|DEX|CON|INT|WIS|CHA|\n>|:---:|:---:|:---:|:---:|:---:|:---:|\n>|14 (+2)|16 (+3)|14 (+2)|16 (+3)|19 (+4)|17 (+3)|\n>___\n> - **Condition Immunities** Charmed, Frightened, Exhaustion,\n> - **Senses** Darkvision 90 ft.\n> - **Languages** Common, Deep Speech\n> ___\n> ***Imperfections*** Both types of Reflection have the same statistics, but a different ability marked (Perfect) or (Imperfect)\n> ### Actions\n>\n> ***(Imperfect) It Chooses.*** *Melee Weapon Attack:* +8 to hit, reach 5ft., one target. *Hit* 11 (2d6 + 3) Piercing damage. Creatures hit are **Marked.**\n>\n> ***(Perfect) Reunion.*** *Melee Weapon Attack:* +8 to hit, reach 5ft., one target. *Hit* 11 (2d6 + 3) Piercing damage. Creatures **Marked** take an additional 2d6 Piercing damage.\n>\n> ***We Are The Same. (Recharge 4)*** Target Creature must make a DC20 Wisdom save or take 8d8 Psychic damage.\n\n\n\n\\page\n\n## The Heart\n\nThis is Truth. This is undeniable, ultimate power. This is the cult's salvation. This is the Heart of the world. And if there is to be any hope for survival, you must kill it here and now.\n\n\n___\n___\n> ## The Heart\n>*Colossal Abberation, Chaotic Neutral*\n> ___\n> - **Armor Class** 10\n> - **Hit Points** 596 (29d20+290)\n> - **Speed** --\n>___\n>|STR|DEX|CON|INT|WIS|CHA|\n>|:---:|:---:|:---:|:---:|:---:|:---:|\n>|26 (+8)|6 (-2)|30 (+10)|24 (+7)|24 (+7)|24 (+7)|\n>___\n> - **Condition Immunities** Charmed, Blinded, Deafened, Exhaustion, Frightened, Grappled, Incapacitated, Paralyzed, Petrified, Prone, Restrained, Unconscious\n> - **Senses** Truesight 1 mile.\n> - **Languages** All\n> - **Challenge** 30 (155,000 XP)\n> ___\n> ***Creator And Destroyer.*** The Heart is just the heart of a much larger being. If it was to fully awaken, no force on this world or another could possibly hope to stand in its way.\n>\n> ***Alpha and Omega.*** Reducing The Heart to 0 hp does not slay it, only put it to rest. The Heart falls into slumber for decades equal to the party's combined Wisdom.\n>\n> ***Deific Demand.*** When the Heart reaches 50% hp, it makes a demand that must be met. It is invulnerable until the following condition is met: One creature must willingly damage itself. When they do, that creature is immediately reduced to 0 hp and fails its first two death saving throws. The Heart regains twice the hp lost in this manner. This ability can only be used once.\n>\n> ***Gestation.*** The Heart spends the first three rounds of its life Gestating, taking no actions.\n>\n> ***Offering to the Ininite.*** Any creature can damage themselves for any amount of hp. Doing this Stuns the heart for 1 round for each 20 hp lost, but heals it for half the hp lost.\n> ### Actions\n> ***Know This (Recharge 2)*** Target creature makes a DC25 Wisdom save, taking 10d8 Psychic damage on failure.\n>\n> ***Puncture (Recharge 2)*** *Melee Weapon Attack:* +15 to hit, reach infinite., one target. *Hit* 28 (5d6 + 8) Piercing damage.\n>\n> ***Dissolution (Recharge 2)*** *Ranged Weapon Attack:* +8 to hit, reach infinite, one target. *Hit* 32 (8d6) Poison damage.\n\n\n\n\\page\n\n\n\n ","thumbnail":"","invitedAuthors":[],"lang":"en","theme":"5ePHB","gDrive":false,"trashed":false,"snippets":""},"config":{"local":false,"publicUrl":"https://homebrewery.naturalcrit.com","baseUrl":"https://homebrewery.naturalcrit.com","environment":"production","deployment":""},"ogMeta":{"site_name":"The Homebrewery - Make your Homebrew content look legit!","title":"Bestiary of the Ancestors - Rebecca","description":"No description.","image":"https://homebrewery.naturalcrit.com/thumbnail.png","type":"article"}} The Homebrewery - NaturalCrit