Today’s Epic Monster for Mythological Figures is the “Mighty Messenger” of the Great Old Ones, an endless font of maleficent darkness known to humanity as Nyarlathotep!
Near as I can tell this is Lovecraft’s vampiric Great Old One. That’s an oversimplification for the “God of Thousand Forms” (29 of which can be found here) but gets the important bits across the plate: he’s a deceptive manipulator that likes to build (or subtly control existing) cults, can’t stand sunlight, and takes some enjoyment out of inflicting insanity upon others.
Design Notes: Unlike the other Great Old Ones there’s no Pathfinder Roleplaying Game statblock for this fellow so I’ve tricked out a standard vampire with some important changes—including Legendary Actions because unlike his peers he’s actually moving his true body around from place to place as well as Lair Actions (which he can only use in his lair inside the core of the planet).
Nyarlathotep
Medium aberration (shapechanger), neutral evil
Armor Class 21 (natural armor)
Hit Points 340 (40d8+160)
Speed 30 ft., fly 90 ft. (hover)
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Saving Throws Int +14, Wis +13, Cha +13
Skills Deception +13, Insight +13, Perception +13, Persuasion +13, Stealth +12
Damage Resistances cold, fire, force, necrotic; bludgeoning, piercing, and slashing from magical or adamantine weapons
Damage Immunities bludgeoning, piercing, and slashing from nonmagical weapons not made from adamantine
Condition Immunities charmed, diseased, frightened, paralyzed, petrified
Senses darkvision 200 ft., truesight, passive Perception 23
Languages Common, Deep Speech, telepathy 200 ft. (tongues)
Challenge 25 (75,000 XP)
Brilliant. Nyarlathotep has advantage on and gains his proficiency bonus (+8) to all Intelligence ability checks.
Deathly Touch. All of Nyarlathotep’s weapon attacks are magical and deal an extra 21 (6d6) necrotic damage (included in the attack). A creature’s hit point maximum is reduced by an amount equal to the necrotic damage taken, and Nyarlathotep regains hit points equal to that amount. The reduction lasts until the creature finishes a long rest. The creature dies if this effect reduces its hit point maximum to 0.
Immortality. When Nyarlathotep is slain his potent spirit retreats to the planet’s core, slowly regenerating his corporeal form. During this time he is reforming. While reforming, Nyarlathotep cannot move, is unable to take any actions but lair actions, and regains 1 hit point at the end of each day. When Nyarlathotep has his full hit points he is no longer reforming. Killing Nyarlathotep while he is reforming destroys him permanently.
Innate Spellcasting. Nyarlathotep’s innate spellcasting ability is Intelligence (spell save DC 22; spell attack +14). He can innately cast the following spells, requiring no components:
Insanity. Any creature that attempts to interact directly with Nyarlathotep’s thoughts (such as via detect thoughts or telepathy) must succeed at DC 22 Intelligence saving throw or gain an indefinite madness. When using its telepathy to communicate Nyarlathotep doesn't activate this feature unless he spends an action to focus his mind on one opponent.
Legendary Resistance (3/Day). If Nyarlathotep fails a saving throw, he can choose to succeed instead.
Magic Resistance. Nyarlathotep has advantage on saving throws against spells and other magical effects.
Regeneration. Nyarlathotep regains 20 hit points at the start of his turn if he has at least 1 hit point and isn’t in sunlight.
Shapechange. Nyarlathotep magically polymorphs into a humanoid or beast that has a challenge rating no higher than his own, or back into this form. Nyarlathotep only reverts to this form if he dies. Any equipment he is wearing or carrying is absorbed or borne by the new form (Nyarlathotep’s choice). In a new form, he retains his alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, and Intelligence, Wisdom, and Charisma scores, as well as this action. Nyarlathotep’s statistics and capabilities are otherwise replaced by those of the new form except any class features of that form.
Sunlight Hypersensitivity. Nyarlathotep takes 20 radiant damage when he starts his turn in sunlight. While in sunlight, he has disadvantage on attack rolls and ability checks.
ACTIONS
Multiattack. Nyarlathotep uses his Frightful Presence, makes two weapon attacks, and casts a spell.
Ebony Dagger. Melee or Ranged Weapon Attack: +12 to hit, reach 5 ft. or range 20/60 ft., one creature. Hit: 6 (1d4+4) magical piercing damage plus 21 (6d6) necrotic damage.
Evil Quarterstaff. Melee Weapon Attack: +12 to hit, reach 5 ft., one creature. Hit: 7 (1d6+4) magical bludgeoning damage plus 21 (6d6) necrotic damage or 8 (1d8+4) magical bludgeoning damage plus 21 (6d6) necrotic damage if wielded with two hands.
Unarmed Strike. Melee Weapon Attack: +12 to hit, reach 5 ft., one creature. Hit: 8 (1d8+4) magical bludgeoning damage plus 21 (6d6) necrotic damage.
Frightful Presence. Each creature of Nyarlathotep’s choice that is within 120 feet of him and aware of him must succeed on a DC 21 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 on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to Nyarlathotep’s Frightful Presence for the next minute.
LEGENDARY ACTIONS
Nyarlathotep 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. Nyarlathotep regains spent legendary actions at the start of his turn.
LAIR ACTIONS
On initiative count 20 (losing all initiative ties), Nyarlathotep can use one of his lair action options. He can only do so while inside of his lair in the planet’s core. If surprised, Nyarlathotep can’t use one until after his first turn in the combat.
Near as I can tell this is Lovecraft’s vampiric Great Old One. That’s an oversimplification for the “God of Thousand Forms” (29 of which can be found here) but gets the important bits across the plate: he’s a deceptive manipulator that likes to build (or subtly control existing) cults, can’t stand sunlight, and takes some enjoyment out of inflicting insanity upon others.
Design Notes: Unlike the other Great Old Ones there’s no Pathfinder Roleplaying Game statblock for this fellow so I’ve tricked out a standard vampire with some important changes—including Legendary Actions because unlike his peers he’s actually moving his true body around from place to place as well as Lair Actions (which he can only use in his lair inside the core of the planet).
Nyarlathotep
Medium aberration (shapechanger), neutral evil
Armor Class 21 (natural armor)
Hit Points 340 (40d8+160)
Speed 30 ft., fly 90 ft. (hover)
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22 (+6)
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Saving Throws Int +14, Wis +13, Cha +13
Skills Deception +13, Insight +13, Perception +13, Persuasion +13, Stealth +12
Damage Resistances cold, fire, force, necrotic; bludgeoning, piercing, and slashing from magical or adamantine weapons
Damage Immunities bludgeoning, piercing, and slashing from nonmagical weapons not made from adamantine
Condition Immunities charmed, diseased, frightened, paralyzed, petrified
Senses darkvision 200 ft., truesight, passive Perception 23
Languages Common, Deep Speech, telepathy 200 ft. (tongues)
Challenge 25 (75,000 XP)
Brilliant. Nyarlathotep has advantage on and gains his proficiency bonus (+8) to all Intelligence ability checks.
Deathly Touch. All of Nyarlathotep’s weapon attacks are magical and deal an extra 21 (6d6) necrotic damage (included in the attack). A creature’s hit point maximum is reduced by an amount equal to the necrotic damage taken, and Nyarlathotep regains hit points equal to that amount. The reduction lasts until the creature finishes a long rest. The creature dies if this effect reduces its hit point maximum to 0.
Immortality. When Nyarlathotep is slain his potent spirit retreats to the planet’s core, slowly regenerating his corporeal form. During this time he is reforming. While reforming, Nyarlathotep cannot move, is unable to take any actions but lair actions, and regains 1 hit point at the end of each day. When Nyarlathotep has his full hit points he is no longer reforming. Killing Nyarlathotep while he is reforming destroys him permanently.
Innate Spellcasting. Nyarlathotep’s innate spellcasting ability is Intelligence (spell save DC 22; spell attack +14). He can innately cast the following spells, requiring no components:
Constant: freedom of movement, tongues, true seeing
At will: astral projection, charm monster, counterspell, dimension door, dispel magic, dream, mirage arcane, sending, suggestion, teleport
5/day: dominate monster, symbol
3/day: feeblemind, project image, mass suggestion, weird
At will: astral projection, charm monster, counterspell, dimension door, dispel magic, dream, mirage arcane, sending, suggestion, teleport
5/day: dominate monster, symbol
3/day: feeblemind, project image, mass suggestion, weird
Insanity. Any creature that attempts to interact directly with Nyarlathotep’s thoughts (such as via detect thoughts or telepathy) must succeed at DC 22 Intelligence saving throw or gain an indefinite madness. When using its telepathy to communicate Nyarlathotep doesn't activate this feature unless he spends an action to focus his mind on one opponent.
Legendary Resistance (3/Day). If Nyarlathotep fails a saving throw, he can choose to succeed instead.
Magic Resistance. Nyarlathotep has advantage on saving throws against spells and other magical effects.
Regeneration. Nyarlathotep regains 20 hit points at the start of his turn if he has at least 1 hit point and isn’t in sunlight.
Shapechange. Nyarlathotep magically polymorphs into a humanoid or beast that has a challenge rating no higher than his own, or back into this form. Nyarlathotep only reverts to this form if he dies. Any equipment he is wearing or carrying is absorbed or borne by the new form (Nyarlathotep’s choice). In a new form, he retains his alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, and Intelligence, Wisdom, and Charisma scores, as well as this action. Nyarlathotep’s statistics and capabilities are otherwise replaced by those of the new form except any class features of that form.
Sunlight Hypersensitivity. Nyarlathotep takes 20 radiant damage when he starts his turn in sunlight. While in sunlight, he has disadvantage on attack rolls and ability checks.
ACTIONS
Multiattack. Nyarlathotep uses his Frightful Presence, makes two weapon attacks, and casts a spell.
Ebony Dagger. Melee or Ranged Weapon Attack: +12 to hit, reach 5 ft. or range 20/60 ft., one creature. Hit: 6 (1d4+4) magical piercing damage plus 21 (6d6) necrotic damage.
Evil Quarterstaff. Melee Weapon Attack: +12 to hit, reach 5 ft., one creature. Hit: 7 (1d6+4) magical bludgeoning damage plus 21 (6d6) necrotic damage or 8 (1d8+4) magical bludgeoning damage plus 21 (6d6) necrotic damage if wielded with two hands.
Unarmed Strike. Melee Weapon Attack: +12 to hit, reach 5 ft., one creature. Hit: 8 (1d8+4) magical bludgeoning damage plus 21 (6d6) necrotic damage.
Frightful Presence. Each creature of Nyarlathotep’s choice that is within 120 feet of him and aware of him must succeed on a DC 21 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 on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to Nyarlathotep’s Frightful Presence for the next minute.
LEGENDARY ACTIONS
Nyarlathotep 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. Nyarlathotep regains spent legendary actions at the start of his turn.
- Extra Attack (costs 2 actions). Nyarlathotep makes one weapon attack.
- Move. Nyarlathotep moves up to his speed without provoking opportunity attacks.
- Solidify Fear. Nyarlathotep chooses a frightened creature he can see within 50 feet, taking the fear in its mind and making it a physical reality inside of its skull. The creature makes a DC 21 Wisdom saving throw. On a failed save, the creature takes 28 (8d6) force damage and 28 (8d6) psychic damage, and it gains the stunned condition until the start of Nyarlathotep’s next turn. On a successful save the creature is not stunned and takes no force damage.
LAIR ACTIONS
On initiative count 20 (losing all initiative ties), Nyarlathotep can use one of his lair action options. He can only do so while inside of his lair in the planet’s core. If surprised, Nyarlathotep can’t use one until after his first turn in the combat.
- Disruptive energies roil around Nyarlathotep’s lair. Until the start of the next round, any healing spells or effects (such as cure wounds or a paladin’s Lay on Hands) only restore half as many hit points as normal.
- Evil essence infused into Nyarlathotep’s lair spikes upward and manifests into psychic shards. Until the end of the next round, the area is difficult terrain. A creature can choose to ignore the difficult terrain, but doing so causes it to have disadvantage on Wisdom and Charisma saving throws until the start of its next turn.
- Pure malevolence pours out from the walls, ceiling, and floor, corrupting the souls it touches upon. Creatures make a DC 21 Charisma saving throw. On a failed save, a creature takes 45 (10d8) necrotic damage.