Outer-Lord

The Outer-Lord is the undisputed ruler of the Outer Plane, and a massive outer horror. The very fabric of the Outer Plane runs through the Outer-Lord's being and essence.

**Armor Class:**24

**Hit Points:**  999

**Speed:**50 ft., fly 50 ft.

**Proficiency Bonus:** +9

**Damage Resistance:** cold, fire, lightning, thunder

**Damage Immunities:** necrotic, poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks

**Condition Immunities:** blinded, charmed, deafened, frightened, petrified, poisoned, stunned

**Senses:** truesight 240 ft., passive perception 30

**Languages:** Deep Speech, telepathy 240 ft.

**Challenge Rating:** 30 (155,000 XP)

## Abilities

### Traits

***Legendary Resistance (5/day):*** If the Outer-Lord fails a saving throw, he can choose to succeed instead.

***Magic Resistance:*** The Outer-Lord has advantage on saving throws against spells and other magical effects.

***Death Throes:*** When the Outer-Lord dies, it explodes, and each creature within 60 feet of it must make a DC 25 Dexterity saving throw, taking 100 (10d20) lightning damage on a failed save, or half as much damage on a successful one. Anything within 5 feet of the Outer-Lord is instantly vaporized. The Outer Plane then begins to collapse and deteriorate, and will self-destruct in 3d8 days.

***Regeneration:*** The Outer-Lord regains 50 hit points at the start of its turn.

***Siege Monster:*** The Outer-Lord deals double damage to objects and structures.

***Unspeakable Horror:*** A creature that starts its turn within 240 feet of the Outer-Lord must succeed on a DC 25 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 this ability for the next 24 hours.

### Actions

***Multiattack:*** The Outer-Lord uses its Stare of Untold Dread. It then makes six attacks.

***Claw:*** Melee Weapon Attack: +19 to hit, reach 20 ft., one target. Hit: 35 (5d10 + 10) slashing damage.

***Tentacle:*** Melee Weapon Attack: +19 to hit, reach 30 ft., one target. Hit: 25 (3d10 + 10) bludgeoning damage. If the target is a creature, it is grappled (escape DC 20 Dexterity). If the target is Huge or smaller, it is also restrained until this grapple ends. While grappling the target, the Outer-Lord has advantage on attack rolls against it. The Outer-Lord can grapple a maximum of six creatures at a time. When the Outer-Lord moves, any Huge or smaller target it is grappling moves with it.

***Stare of Untold Dread:*** A creature of the Outer-Lord's choice that is within 120 feet of it must succeed on a DC 25 Wisdom saving throw, taking 40 (6d10+10) psychic damage on a failed save, or half as much damage on a successful one. On a failed save, the creature also ages by 1d4 years. The aging effect can be reversed with a greater restoration spell, but only within 24 hours of it occurring.

***Abhorrent Chant:*** The Outer-Lord emits a soul-splintering chant. Each creature in a 60-foot radius around the Outer-Lord must make a DC 25 Constitution saving throw, taking 30 (6d10) thunder damage on a failed save and being deafened until the end of its next turn, or half as much damage on a successful one. Each creature also has to make a DC 25 Constitution saving throw, taking 25 (5d10) psychic damage on a failed save, or half as much damage on a successful one. Not being able to hear does not protect against this attack.

***Laser Storm (recharge 4, 5, 6):*** The Outer-Lord fires a barrage of laser beams out of its eyes in a 90-foot cone. Each creature in that area must make a DC 25 Dexterity saving throw, taking 100 (9d20+10) lightning damage on a failed save, or half as much damage on a successful one.

### Legendary Actions

The Outer-Lord 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. The Outer-Lord regains spent legendary actions at the start of its turn.

***Attack:*** The Outer-Lord makes one claw attack or one tentacle attack.

***Deep Chant (Costs 2 Actions):*** The Outer-Lord uses its Abhorrent Chant.

***Disrupt Mind (Costs 3 Actions):*** Each non-undead creature within 60 feet of the Outer-Lord must make a DC 25 Wisdom saving throw, taking 90 (16d10+10) psychic damage on a failed save, or half as much damage on a successful one. If the save fails by 10 or more, the target becomes stunned for 1 round.

## Lair

The entirety of the Outer Plane is the Outer-Lord's lair. The plane constantly shifts about and matter sporadically changes states. Magic fluctuations are also common throughout the Outer Plane, due to its aberrant effects on the magic continuum.

### Lair Actions

When The Outer-Lord is in the Outer Plane, it has an opportunity at the beginning of each round to use a lair action. Only 1 action may be chosen at the start of each round, and no action may be used more than once until all of the others are expended.

***Aberrant Ground:*** The ground in a 60-foot radius around the Outer-Lord is doughlike difficult terrain. Each creature that starts its turn in that area must succeed on a DC 25 Strength saving throw or have its speed reduced to 0 until the start of its next turn.

***Spellbane Field:*** Magic becomes void for the duration of the round.

***Wild Magic Surge:*** The Outer Plane's aberrant effect on the magic continuum cause a wild magic surge to occur, affecting all creatures other than the Outer-Lord.

***Thought Distortion:*** Each non-undead creature within 60 feet of the Outer-Lord must make a DC 25 Wisdom saving throw, taking 25 (5d10) psychic damage on a failed save, or half as much damage on a successful one. The creatures who failed also gain disadvantage on all attack rolls and saving throws for the duration of the round.

### Effects

* Magic fluctuation: Every 6 hours within the Outer Plane, a magic fluctuation occurs. Roll a d10. On a 1 to 5, a wild magic surge occurs affecting any creatures not native to the plane. On a 6 to 8, all magic is negated until the next fluctuation. On a 9 to 10, nothing happens.
* The landscape of the Outer Plane shifts every day, and surroundings are rarely ever the same from day to day.