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[Vacation Content 1a/14] Loot Tavern | Spatiotemporal Catastrophe, Megalodon

Loot Tavern is one of the most prolific item makers in the 5e scene! Their work continues to fill in the game's item and flavor gaps with fun and interesting magic items. They enjoy creating items of varying rarities, so if that's a thing you really like to see in an item, be sure to check them out! They also release other content, much like the Saddlebag, so if you want to expand your haul of magic items and side content, Loot Tavern is a great option!

Spatiotemporal Catastrophe

Gargantuan Aberration, Unaligned
Armour Class 20 (natural armour)
Hit Points 304 (21d20 + 84)
Speed 60 ft., fly 60 ft. (hover)

⠀STR⠀⠀DEX⠀⠀ CON⠀⠀⠀INT⠀⠀WIS⠀⠀CHA 
14 (+2)⠀16 (+3)⠀19 (+4)⠀5 (-3)⠀13 (+1)⠀23 (+6)

Saving Throws Str +8, Con +10, Wis +7, Cha +12
Damage Resistances Force
Damage Immunities Bludgeoning, Piercing, and Slashing from nonmagical attacks; Poison
Condition Immunities Blinded, Exhaustion, Grappled, Paralysed, Petrified, Poisoned, Prone, Restrained, Unconscious Senses blindsight 120 ft., passive Perception 11
Languages —
Challenge 20 (25,000 XP)
Proficiency Bonus +6

Legendary Resistance (3/Day). If the catastrophe fails a saving throw, it can choose to succeed instead.

Magic Resistance. The catastrophe has Advantage on saving throws against spells and other magical effects.

Reality Fracture. When the catastrophe hits a creature with an Anomalous Touch attack, the catastrophe can force the creature to make a DC 20 Charisma saving throw. A creature can only be forced to make this saving throw once on each turn. On a failed save, the creature suffers one of the following effects of the catastrophe’s choice:

Actions

Multiattack. The catastrophe makes two Anomalous Touch attacks.

Anomalous Touch. Melee Spell Attack: +12 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) Force damage.

Singularity (Recharges After a Short or Long Rest). The catastrophe creates a miniature black hole at a point on the ground within 30 feet of it, which exerts a strong gravitational force in a 60-foot-radius Sphere. Creatures in the sphere other than the catastrophe must spend 2 feet of movement for each 1 foot they travel away from the centre of the sphere. Each creature other than the catastrophe that starts its turn in the area or enters it for the first time on a turn must make a DC 20 Strength saving throw. On a failed save, a creature is pulled up to 30 feet towards the centre of the sphere, stopping early if it hits an obstacle of its size or larger.

A creature other than the catastrophe that ends its turn in the sphere takes 3 (1d6) Force damage, plus 3 (1d6) Force damage for each 10 feet closer than 60 feet that it is to the centre of the sphere. A creature reduced to 0 Hit Points by this damage is instantly disintegrated and erased from time. It can only be brought back to life by a Wish spell or similar magic, and creatures that knew it must succeed on a DC 20 Wisdom saving throw or forget that it ever existed.

At the start of each of the catastrophe’s turns, the black hole disappears unless there’s a creature with one or more Paradox Points in the area of the sphere. If this happens, that creature loses 1 Paradox Point and the black hole remains for another turn. If more than one creature has Paradox Points, the catastrophe chooses which one loses a point to sustain the singularity.

Bonus Actions

Teleport. The catastrophe teleports to a space it can see within 30 feet of it.

Reactions

Rewind. Trigger: A creature the catastrophe can see hits it with an attack. Response: The catastrophe forces the creature to reroll the attack roll with Disadvantage.

Legendary Actions

The catastrophe can take 3 Legendary Actions, choosing from the options below. Only one Legendary Action can be used at a time and only at the end of another creature's turn. The catastrophe regains spent Legendary Actions at the start of its turn.

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This creature is a part of Zaman's Guide to the End of Time (and how to fix it), the book that will bring (or is the correct time "will have brought"?) time travel to D&D!

Megalodon

Gargantuan Beast, Unaligned

Armour Class 16 (natural armour)
Hit Points 247 (15d20 + 90)
Speed 0 ft., Swim 50 ft.

⠀STR⠀⠀DEX⠀⠀ CON⠀⠀⠀INT⠀⠀WIS⠀⠀CHA
24 (+7)⠀10 (+0)⠀22 (+6)⠀1 (-5)⠀10 (+0)⠀3 (-4)

Skills Perception +4
Senses Blindsight 90 ft. (see Blindsmell), Passive Perception 14
Languages —

Challenge 11 (7,200 XP) Proficiency Bonus +4

Blindsmell. The megalodon’s Blindsight doesn’t function if it can’t smell, or against creatures and objects without a scent.

Blood Frenzy. The megalodon has Advantage on melee attack rolls against any creature that doesn't have all its Hit Points.

Keen Smell. The megalodon has Advantage on Wisdom (Perception) checks that rely on smell.

Water Breathing. The megalodon can breathe only underwater.

Actions

Multiattack. The megalodon makes one Bite attack and one Tail attack.

Bite. Melee Weapon Attack: +11 to hit, reach 5 ft. Hit: 29 (4d10 + 7) piercing damage and the target is Grappled (escape DC 19). Until this grapple ends, the megalodon can’t bite another target. If the megalodon hits a Large or smaller creature it’s grappling with a Bite attack, it swallows the creature. A swallowed creature is Blinded and Restrained, has Total Cover against attacks and other effects outside the megalodon, and takes 21 (6d6) Acid damage at the start of each of the megalodon's turns.

The megalodon's stomach can hold up to three creatures at a time. If the megalodon takes 20 damage or more on a single turn from creatures inside it, the megalodon must succeed on a DC 20 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, each of which falls Prone in a space within 10 feet of the megalodon. If the megalodon dies, any swallowed creature is no longer Restrained by it and can escape from the corpse using 10 feet of movement, exiting Prone.

Tail. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 18 (2d10 + 7) Bludgeoning damage, and the target must succeed on a DC 19 Strength saving throw or be pushed 10 feet away from the megalodon.

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Comments

it's a project we'll release on KS :) you can subscribe to its newsletter for news on when it goes live + more freebies like that ;) https://loottavern.com/zaman-newsletter/

Loottavern

The Spatiotemporal Catastrophe is brilliant. I see you mention "Zaman's Guide to the End of Time", where can I find it? I've always included the concept of time travel in my D&D campaigns, but I had never thought of a mechanic to handle it. The concept is very interesting and intriguing.

Edoardo

The Spatiotemporal Catastrophe is, in my head, the love child of night yorb and a time quangle. And I absolutely adore it.

Squirrelly Girlie the not very girlie squirrel


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