5e Monster: Echoes of the Dying Goddess

by TalesofAstreia

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Terror of the Dying Goddess

Medium aberration, chaotic evil


  • Armor Class: 14 (natural armor)
  • Hit Points: 52 (7d8 + 21)
  • Speed: 40 ft.

STR DEX CON INT WIS CHA
18 (+4) 12 (+1) 16 (+3) 14 (+2) 16 (+3) 18 (+4)
  • Saving Throws WIS +6, CHA +7
  • Skills Perception +6
  • Damage Resistances necrotic
  • Condition Immunities charmed, frightened, poisoned
  • Senses darkvision 120 ft., passive Perception 16
  • Languages: Common, Celestial
  • CR 4

Traits

Aura of Dread. The Terror of the Dying Goddess exudes an aura of fear in a 30-foot radius. When a creature enters this aura for the first time on its turn or starts its turn there, it must succeed on a DC 14 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a success. On a success, it is immune to this effect for the next 24 hours.

Living Terror. The Terror of the Dying Goddess has two reactions every round. It can use one of its reactions for any purpose, while the second can only be used for its Flee reaction.

Actions

Multiattack. The Terror of the Dying Goddess uses its Howling Terror. It then makes either two Claw attacks or one Life Drain attack.

Howling Terror (Recharge 5-6). The Terror of the Dying Goddess releases a bone-chilling wail. Each creature within 60 feet of the Terror must succeed on a DC 14 Wisdom saving throw or take 5d6 psychic damage and have its speed reduced to half for one minute. On a successful save, the creature takes half damage and doesn't have its speed reduced. It can repeat this saving throw at the end of each of its turns.

Claw. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 2d8 + 4 slashing damage.

Life Drain. Ranged Spell Attack: +7 to hit, reach 60 ft., one target. Hit: 3d6 necrotic damage. The Terror of the Dying Goddess regains hit points equal to the damage dealt.

Reactions

Flee. When the Terror of the Dying Goddess takes damage, it can use this special reaction to teleport to an unoccupied space it can see within 60 feet. The Terror of the Dying Goddess can attempt to bring a creature in an adjacent space with it. That creature must succeed on a DC 14 Dexterity saving throw or it teleports next to the Terror of the Dying Goddess.



Despair of the Dying Goddess

Medium aberration, chaotic evil


  • Armor Class: 15 (natural armor)
  • Hit Points: 90 (12d8+24)
  • Speed: 30 ft.

STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 14 (+2) 18 (+4) 20 (+5) 22 (+6)
  • Saving Throws INT +8, WIS +9
  • Skills Perception +9
  • Damage Resistances necrotic
  • Condition Immunities charmed, frightened, poisoned
  • Senses darkvision 120 ft., passive Perception 19
  • Languages: Common, Celestial
  • CR 6

Traits

Aura of Misery. the Despair of the Dying Goddess exudes an aura of overwhelming sorrow in a 20-foot radius. When a creature enters this aura for the first time on its turn or starts its turn there, it must succeed on a DC 15 Charisma saving throw or become afflicted by despair for 1 minute. A creature afflicted by despair can take either an Action or a Bonus Action on its turn, but not both. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a success. On a success, it is immune to this effect for the next 24 hours.

Hunger of the Desperate. The Despair of the Dying Goddess has advantage on attack rolls made against a creature afflicted by despair.

Actions

Multiattack. The Despair of the Dying Goddess uses its Wail of Despair, if available. It then makes either a Withering Touch or Soul Drain attack.

Wail of Despair (Recharge 5-6) The Despair of the Dying Goddess releases a heart-rending wail. Each creature within 60 feet must succeed on a DC 15 Charisma saving throw or take 5d6 psychic damage and become afflicted by despair until the end of their next turn. On a successful save, the creature takes half damage and isn't afflicted by despair.

Withering Touch. Melee Spell Attack: +9 to hit, reach 5 ft., one target. Hit: 3d8 necrotic damage.

Soul Drain. The Despair of the Dying Goddess targets a creature it can see within 60 feet. The target and all creatures within 5 feet of it must succeed on a DC 15 Constitution saving throw. On a failure, the primary target takes 2d8 necrotic damage and adjacent creatures take 1d8 necrotic damage, all affected creatures having their hit point maximum reduced by an amount equal to the damage taken. This reduction lasts until the creature finishes a long rest. If the creature's hit point maximum is reduced to 0 in this way, it dies. On a successful save, the creature takes half damage and doesn't have its hit point maximum reduced.



Longing of the Dying Goddess

Medium aberration, chaotic evil


  • Armor Class: 16 (natural armor)
  • Hit Points: 60 (8d8 + 32)
  • Speed: 30 ft.

STR DEX CON INT WIS CHA
10 (+0) 14 (+1) 16 (+3) 16 (+3) 18 (+4) 20 (+5)
  • Saving Throws INT +5, WIS+6
  • Skills Perception +6
  • Damage Resistances necrotic, poison, psychic
  • Condition Immunities charmed, frightened, poisoned
  • Senses darkvision 120 ft., passive Perception 16
  • Languages: Common, Celestial
  • CR 5

Traits

Aura of Want. the Longing of the Dying Goddess exudes an aura of desperate covetousness in a 30-foot radius. When a creature within this aura regains hit points from any source, it regains half of the amount it would have healed. The Longing of the Dying Goddess heals for the same amount.

Overwhelming Loneliness. Every turn, at initiative count 20, a Forlorn Echo spawns in an unoccupied space within 30 feet of the Longing of the Dying Goddess.

Actions

Multiattack. The Longing of the Dying Goddess uses its Longings of the Past ability, if available. It then makes two Touch of Yearning attacks. It can replace one of these attacks with a Hungry Embrace.

Longings of the Past (Recharge 5-6). The Longing of the Dying Goddess taps into ancient memories, releasing a wave of longing. Each creature within 20 feet of the Longing of the Dying Goddess must succeed on a DC 14 Wisdom saving throw or take 4d6 psychic damage and be restrained until the end of their next turn. On a successful save, the creature takes half damage and isn't restrained.

Touch of Yearning. Melee Spell Attack: +6 to hit, reach 10 ft., one target. Hit: 2d6 cold damage.

Hungry Embrace. The Longing of the Dying Goddess embraces a creature within 10 feet of it. It makes a Touch of Yearning attack against a creature it can see. On a hit, instead of doing damage, the creature becomes grappled. At the start of each of its turns, the creature takes 2d6 bludgeoning damage as it is crushed. Whenever the Longing of the Dying Goddess takes damage, the grappled creature takes 1d6 bludgeoning damage.

A grappled creature can use its action on its turn to attempt to escape. It must succeed on a DC 14 Strength (Athletics) or Dexterity (Acrobatics) ability check. On a success, it is no longer grappled.



Forlorn Echo

Small aberration, unaligned


  • Armor Class: 12 (natural armor)
  • Hit Points: 11 (2d6 + 4)
  • Speed: Fly 30 ft.

STR DEX CON INT WIS CHA
6 (-2) 16 (+3) 12 (+1) 10 (+0) 12 (+1) 6 (-2)
  • Saving Throws DEX +5
  • Skills Perception +3
  • Damage Resistances necrotic, poison, psychic
  • Condition Immunities charmed, frightened, poisoned
  • Senses darkvision 60 ft., passive Perception 13
  • Languages: None
  • CR 5

Traits

Echoing Hunger. When the Longing of the Dying Goddess regains hit points, the Splinter of Loneliness regains half as many, rounded down.

Ethereal Form. The Splinter of Loneliness can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.

Actions

Echo of Longing. Melee Spell Attack: +5 to hit, reach 5 ft., one target. Hit: 1d4 psychic damage. If the target is affected by the Aura of Want, it takes an additional 1d4 psychic damage.



Rage of the Dying Goddess

Large aberration, chaotic evil


  • Armor Class: 17 (natural armor)
  • Hit Points: 133 (14d10 + 56)
  • Speed: 40 ft.

STR DEX CON INT WIS CHA
22 (+6) 14 (+2) 18 (+4) 20 (+5) 16 (+3) 18 (+4)
  • Saving Throws STR +10, CON +8, INT +9
  • Skills Perception +7
  • Damage Resistances necrotic, psychic
  • Condition Immunities charmed, frightened, poisoned
  • Senses darkvision 120 ft., passive Perception 17
  • Languages: Common, Celestial
  • CR 9

Traits

Aura of Fury. The Rage of the Dying Goddess exudes an aura of blinding rage in a 30-foot radius. When a creature enters this aura for the first time on its turn or starts its turn there, it must succeed on a DC 16 Charisma saving throw or take 2d8 psychic damage and become berserk. While berserk, they can only move and take the Attack action on their turn. A creature that succeeds on this save takes half damage and is not berserk. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a success. On a success, it is immune to this effect for the next 24 hours.

Unceasing Anger. When the Rage of the Dying Goddess hits the same target with its Hateful Strike attack more than once per turn, it deals an extra die of damage.

Actions

Multiattack. The Rage of the Dying Goddess uses its Raging Charge ability, if available. It then makes two Hateful Strike attacks. If it cannot use its Raging Charge, it makes a third Hateful Strike attack instead.

Raging Slam (Recharge 5-6). the Rage of the Dying Goddess charges forward in a straight line up to 30 feet, not provoking opportunity attacks. Each creature in its path must make a DC 16 Dexterity saving throw or take 6d6 bludgeoning damage and be knocked prone. On a successful save, the creature takes half damage and isn't knocked prone.

Hateful Strike. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 2d6 + 6 slashing damage, plus an extra 1d8 if the Rage of the Dying Goddess has previously hit this creature this turn.

Reactions

Retaliating Hatred. When the Rage of the Dying Goddess takes damage from a creature it can see within 60 feet, it can use its reaction to retaliate against that creature with a spike of dark rage. The target and all creatures within 10 feet of it must succeed on a DC 16 Dexterity saving throw or take 3d6 psychic damage. If it fails the Dexterity save, it must make a DC 16 Charisma saving throw or be made berserk until the end of its next turn. On a successful save, the creature takes half damage and isn't berserk.



Delirium of the Dying Goddess

Large aberration, chaotic evil


  • Armor Class: 16 (natural armor)
  • Hit Points: 168 (16d12 + 64)
  • Speed: 40 ft.

STR DEX CON INT WIS CHA
22 (+6) 14 (+2) 18 (+4) 20 (+5) 16 (+3) 18 (+4)
  • Saving Throws STR +10, CON +8, INT +9
  • Skills Perception +7
  • Damage Resistances necrotic, psychic
  • Condition Immunities charmed, frightened, poisoned
  • Senses darkvision 120 ft., passive Perception 17
  • Languages: Common, Celestial
  • CR 12

Traits

Aura of Delirium. The Delirium of the Dying Goddess exudes an aura of laughing insanity in a 20-foot radius. When a creature enters this aura for the first time on its turn or starts its turn there, it must succeed on a DC 17 Wisdom saving throw or take 2d10 psychic damage and be incapacitated with mad laughter until the end of their next turn. If they take damage, this effect ends. A target that successfully makes this save makes all future saves against this effect at advantage.

Hallucination. Every round, on initiative count 20, an exact duplicate of the Delirium of the Dying Goddess appears in an empty space within 10 feet of it, and moves and behaves in the exact way the original does. The first time the Delirium of the Dying Goddess would take damage that turn, roll a die. On an even roll, the damage takes effect as normal. On an odd roll, the hallucination takes the damage instead, destroying it for the rest of the round.

Actions

Multiattack. The Delirium of the Dying Goddess uses its World of Madness attack, if available. It then makes two Hysterical Strike attacks.

World of Madness (Recharge 6). The Delirium of the Dying Goddess projects an illusory field of insanity. Each creature who it can see within 60 feet must succeed on a DC 17 Wisdom saving throw or be affected by an illusion. This illusion lasts for 1 minute or until the creature takes damage that isn't psychic. While under the illusion's effect, the creature perceives the world as a chaotic, surreal landscape filled with bizarre and absurd imagery. The affected creature has disadvantage on all attack rolls and ability checks, its speed is reduced by half, and it can't take Reactions. The creature must make a Wisdom saving throw at the end of each of their turns. On a successful save, the illusion ends, and all further saving throws against this effect are made at advantage. On a failed save, they take 2d10 psychic damage from the mental strain.

Hysterical Strike. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 2d10 + 6 bludgeoning damage plus 1d8 psychic damage.

Bonus Actions

Reality Crumbles. The Delirium of the Dying Goddess teleports to a space it can see within 60 feet, as long as that space is not within 10 feet of a creature it considers hostile.

Battlefield Hazards

The Delirium of the Dying Goddess is fought in the belly of an ancient Promethean mining facility, roughly 100 feet wide. This area has the following hazards.

  • Mining Shafts. Two 30-foot deep shafts with elevators leading down to long-tapped illrycite mines.
  • Claw Arm. A mechanical claw arm with a 30 foot reach that was used to grab ore carts from the elevators.
  • Conveyor Belt. A 30-foot conveyor belt at the south of the arena.
  • Smelting Laser. In lieu of a blast furnace, this energy beam was used to smelt the ore on the conveyor belt.

Fog of Madness. At the start of the encounter, a multicolor fog will form at the edges of the arena. A creature who enters this fog must make a DC 15 Wisdom saving throw or be affected by the World of Madness ability as described above. The Fog of Madness encroaches upon the area an extra 5 feet at the start of every round.

On initiative count 20, the claw arm attempts to grab a random target within range. That target must succeed on a DC 15 Strength (Athletics) or Dexterity (Acrobatics) check or it is grappled. The claw arm then deposits them on the far end of the conveyor belt.

On initiative count 10, the conveyor belt shifts 15 feet. A creature can jump off the conveyor belt but must make a DC 14 Dexterity saving throw or fall prone. A creature that crosses the Smelting Laser takes 3d6 radiant and 3d6 fire damage.

On initiative count 5, one elevator fully rises and the other elevator fully lowers.

 

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