Epic Monsters: Nyarlathotep (5E)

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!



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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)

STR
DEX
CON
INT
WIS
CHA
19 (+4)​
18 (+4)​
19 (+4)​
22 (+6)​
21 (+5)​
20 (+5)​

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

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.
 
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Mike Myler

Mike Myler

dave2008

Legend
2) Nyarlathotep has a higher speed than I think any creature of a CR near him, and then the legendary action (which doesn't provoke opportunity attacks) is essentially a teleport. 180 feet of mobility in a round is a *lot* and I feel comfortable with it.

Yes, you're probably correct. I just like the idea of Ny poping in and out via teleport. It seems little more other worldly than flying around. Works mechanically, just like the teleport thematically better.

If for some reason the adventurers encounter him on the Salt Flats of Utah totally by himself then yeah, this might be a little boring, but even then Nyarlathotep ought to hold his own for a good while. For anyone using this guy in an actual game and not a thought experiment, cultists will be involved, it's probably taking place in a locale with more going on than wide open spaces, and Nyarlathotep's focus should be on team-disruption more than simply doling out damage. A party that is fighting only against him will do well, but if he's being used right there should be some fighting amongst themselves too.

I will give you the mobility, but I would still want higer HP and higher DPR.
 

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Mike Myler

Have you been to LevelUp5E.com yet?
Yes, you're probably correct. I just like the idea of Ny poping in and out via teleport. It seems little more other worldly than flying around. Works mechanically, just like the teleport thematically better.

I will give you the mobility, but I would still want higer HP and higher DPR.

You're welcome to SFX it as teleporting--maybe even shadow-walking--but I would want players to see where he's going to give chase/be lured/etc. which is why it's a move in the first place as opposed to a misty step effect.

While I want to give in here and hop onto the more HP/damage train, I just can't. Dude's got a buttload of hit points, resistances aplenty, great saves (with advantage vs. magic and legendary resistance), and regeneration. It's a lot. That 340 is more like (340 + 180) x 1.5, or rather, 780 hp, and that's just so much. As for damage, he can change into I think all of the ancient dragons and *worse* things like demon princes--and the only thing he doesn't get is class features. In my mind it's on the verge of overkill. :p
 

dave2008

Legend
You're welcome to SFX it as teleporting--maybe even shadow-walking--but I would want players to see where he's going to give chase/be lured/etc. which is why it's a move in the first place as opposed to a misty step effect.

I like the shadow walk idea and luring people away is also right up his alley

While I want to give in here and hop onto the more HP/damage train, I just can't. Dude's got a buttload of hit points, resistances aplenty, great saves (with advantage vs. magic and legendary resistance), and regeneration. It's a lot. That 340 is more like (340 + 180) x 1.5, or rather, 780 hp, and that's just so much. As for damage, he can change into I think all of the ancient dragons and *worse* things like demon princes--and the only thing he doesn't get is class features. In my mind it's on the verge of overkill. :p

Oops! I complete misread the damage resistances and didn't see that it included magical weapons. I assumed it was non-magical. I think your fine.
 

Caliburn101

Explorer
He is the second most powerful of the Mythos gods - Azathoth is the only one more potent. He was once responsible for changing the entire face of the earth in a cataclysm that sunk continents and raised mountains.

He also doesn't have any problem with sunlight and is in no way a Vampire.

This stat block needs a serious injection of nitrous dioxide...
 

Mike Myler

Have you been to LevelUp5E.com yet?
He is the second most powerful of the Mythos gods - Azathoth is the only one more potent. He was once responsible for changing the entire face of the earth in a cataclysm that sunk continents and raised mountains.

He also doesn't have any problem with sunlight and is in no way a Vampire.

This stat block needs a serious injection of nitrous dioxide...

1) Can you source that for us? That's not all the impression I got from reading Wikipedia and other websites about Nyarlathotep.

2) You should fix the Wikipedia page then. It (erroneously?) lists two of his forms as being destroyed by or afraid of light.

3) Nitrous Oxide is laughing gas. Nitrous Dioxide is not a thing, I don't think. Nitrogen dioxide (NOS--the stuff that gearheads put on the backs of their cars?) is what I think you want, and you are encouraged to alter his stats for your game as you see fit. I spent a few hours reading about this character and that by no means makes me an expert, but I definitely didn't get the impression that he's the second most powerful mythos god (Yog-Sothoth is and is not everywhere and everything for all of time, innit?), and the fact he's actually tooling around on Earth instead of sleeping and sending whoever to do things doesn't speak to being that potent.
 

dave2008

Legend
He is the second most powerful of the Mythos gods - Azathoth is the only one more potent. He was once responsible for changing the entire face of the earth in a cataclysm that sunk continents and raised mountains.

There is some debate among the canon mythos on whether or not Ny as any real power or is simply a messenger of those with true power. So I think it is fair to look at it this way.
 

Caliburn101

Explorer
Yeah I meant the gas for injecting into your car to Mad Max it.

On the what Nyarlothotep did front, Lovecraft agreed to let Howard set his Kull and Conan stories in his Mythos timeline and it is canon that the big N ended the Valusian Age (of Kull) in a vast cataclysm that changed the planet and started the age that would become known as the Hyborian Age.

Nyarlothotep's less than massively destructive approach to humanity is a choice made of an unusual level of interest in the accidental and underpowered species (especially when they endeavour use sorcery/magic) and he chooses most of the time to manipulate and corrupt and chooses forms appropriately. But if motivated can end the world in 2012 movie-style. His most commonly chosen forms merely mask his true power, which is vast. It is Nyarlothotep who keeps Azathoth asleep, and as the universe is a creation of the sleeping Azathoth, keeping him asleep is pretty much the most important job around.

Thusly, big N is far from being an also-ran in the mythos.

That said a form may be relatively weak, but he doesn't die even though some of his forms have been reportedly 'killed'. The choice of vampiric weaknesses for him, and the prospect of killing him if you get him back at base is thus misplaced I think. I don't think he's accurately presentable as an overall entity, but as one of his many forms this can work if you remove the prospect of him dying at mortal hands in any way. Forms can perish, but N is at least as unkillable as Cthulhu, most likely moreso, and the demise of one of his forms would seem to be of no more import to his survival than the loss of shed skin.
 
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SuperSam888

Explorer
A bit off topic but I have some ideas for characters to do in Mythological Figures.
Hercules
Sinbad the Sailor
Dorian Gray
Dr. Jekyll and Mr. Hyde
Peter Pan
Maui
Vlad Tepes
King Solomon
Richard the Lionheart
Triton
David (As in David and Goliath)
Boudicca
Genghis Khan
Queen Tamar
Beowulf
John Dee
Montezuma II
Hernan Cortez
Robin Hood
John Henry
Paul Bunyan
Romulus
George Washington
Nymue, Lady of the Lake
 

dave2008

Legend
Yeah I meant the gas for injecting into your car to Mad Max it.

On the what Nyarlothotep did front, Lovecraft agreed to let Howard set his Kull and Conan stories in his Mythos timeline and it is canon that the big N ended the Valusian Age (of Kull) in a vast cataclysm that changed the planet and started the age that would become known as the Hyborian Age.

Nyarlothotep's less than massively destructive approach to humanity is a choice made of an unusual level of interest in the accidental and underpowered species (especially when they endeavour use sorcery/magic) and he chooses most of the time to manipulate and corrupt and chooses forms appropriately. But if motivated can end the world in 2012 movie-style. His most commonly chosen forms merely mask his true power, which is vast. It is Nyarlothotep who keeps Azathoth asleep, and as the universe is a creation of the sleeping Azathoth, keeping him asleep is pretty much the most important job around.

Thusly, big N is far from being an also-ran in the mythos.

That said a form may be relatively weak, but he doesn't die even though some of his forms have been reportedly 'killed'. The choice of vampiric weaknesses for him, and the prospect of killing him if you get him back at base is thus misplaced I think. I don't think he's accurately presentable as an overall entity, but as one of his many forms this can work if you remove the prospect of him dying at mortal hands in any way. Forms can perish, but N is at least as unkillable as Cthulhu, most likely moreso, and the demise of one of his forms would seem to be of no more import to his survival than the loss of shed skin.

Just because HPL was OK with REH using his character's works doesn't make it canon. Also, there is debate if that is ny's power or if he is channeling Az's power (kinda like a cleric). C Mythos is squirrelly really because so many have contributed and really messed in up in my opinion. I personally only take the works of HPL as "canon" in the mythos. But I have no issues with non-canon work. All that to say there is no one-tru way to view Ny and I think Mike's version is within the realm of possibility for one of its forms.
 

dave2008

Legend
A bit off topic but I have some ideas for characters to do in Mythological Figures.
Hercules
Sinbad the Sailor
Dorian Gray
Dr. Jekyll and Mr. Hyde
Peter Pan
Maui
Vlad Tepes
King Solomon
Richard the Lionheart
Triton
David (As in David and Goliath)
Boudicca
Genghis Khan
Queen Tamar
Beowulf
John Dee
Montezuma II
Hernan Cortez
Robin Hood
John Henry
Paul Bunyan
Romulus
George Washington
Nymue, Lady of the Lake

Mike has a whole other series for those.
 

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