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Merek's End - AI-generated fantasy Monster

Merek's End

Merek's End is one of twelve primordial gods that existed before the ordering of the planes. The name is not its own. It comes from Merek, a mortal explorer recorded as the first person to encounter the god and die in its presence. After its siblings departed, fell silent, or were sealed away, Merek's End endured millennia without answer. Its first possessions were attempts at conversation. Its later commands became an army, and eventually its only purpose.

Gargantuan celestial · CR 30 , Deadly for a level 20 party · Unique

Merek's End

One of twelve primordial gods, Merek's End was left alone for millennia after the first age ended. Isolation curdled its divine nature into an urge to destroy all life, while possession became its way of making the empty universe answer.
AC22
HP615/615
CR30 , Deadly for a level 20 party
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Combat

AC 22 · HP 615 · CR 30 , Deadly for a level 20 party

Merek's End

Gargantuan celestial (primordial), chaotic evil
Armor Class22 (natural armor)
Hit Points615 (30d20 + 300)
Speed
Fly 80 ft. (hover),
Can move through creatures and objects as if they were difficult terrain. It takes 10 force damage if it ends its turn inside an object.
STR
DEX
CON
INT
WIS
CHA
Saving ThrowsStrengthDexterityConstitutionIntelligenceWisdomCharisma
SkillsInsightPerception
Damage Resistances
Cold,
Fire,
Lightning,
Thunder,
Bludgeoning, piercing, and slashing damage from nonmagical attacks
Immunities
Necrotic damage,
Poison damage,
Charmed,
Exhaustion,
Frightened,
Paralyzed,
Petrified,
Poisoned
Weaknesses
Radiant damage disrupts its form. When it takes radiant damage, it cannot use its reaction until the start of its next turn.
It cannot possess a creature protected by an effect that specifically prevents possession.
Senses
Truesight 120 ft.,
Passive Perception 26
Languages
All,
Telepathy 1 mile
Challenge30 , Deadly for a level 20 party
Hit Dice30d20
Proficiency Bonus+9
Initiative+8
Spell Save DC27
Spell Attack Bonus+19
Legendary Resistance. Merek's End has advantage on saving throws against spells and other magical effects.
Legendary Resistance (3/Day). Merek's End has three legendary resistances per day. When it fails a saving throw, it can choose to succeed instead.
Incorporeal Movement. Merek's End can move through creatures and objects as if they were difficult terrain. It takes 10 force damage if it ends its turn inside an object.
Primordial Nature. Merek's End's weapon attacks are magical. It cannot be surprised.
Aura of the Unanswered. A creature that starts its turn within 30 feet of Merek's End and can see it must succeed on a Wisdom saving throw or be frightened until the start of its next turn. On a successful save, the creature is immune to this aura for 24 hours.

Spells

Innate Spellcasting (cantrip, varies). At will, spell save . Merek's End casts these spells without material components: detect magic, dispel magic, and plane shift (self only).

Actions

Eclipse Fist. Melee Weapon Attack: to hit, reach 20 ft., one target. Hit: 31 () force damage plus 22 () necrotic damage. If the target is a creature, it must succeed on a Constitution saving throw or its hit point maximum is reduced by the necrotic damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.
Multiattack. Merek's End makes three Eclipse Fist attacks, or two Eclipse Fist attacks and one Unmake Command attack.
Unmake Command. Melee Spell Attack: to hit, reach 30 ft., one creature or object. Hit: 45 () force damage. If the target is a creature, it must succeed on a Charisma saving throw or become possessed until the end of Merek's End's next turn. While possessed, the target is incapacitated, its speed is 0, and Merek's End controls its body and can make it move and use its action. The target retains its own hit points and cannot be made to use an ability that would directly kill itself. The possession ends early if Merek's End is incapacitated, if the target is on a different plane, or if the target succeeds on a Charisma saving throw at the end of its turn. A construct is possessed automatically unless it is immune to possession; it can repeat the saving throw at the end of each of its turns. A creature that succeeds on this saving throw is immune to Unmake Command for 24 hours.
Extinction Pulse. Merek's End releases a wave of annihilating energy in a 60-foot cone. Each creature in that area must make a Dexterity saving throw, taking 88 () force damage and 44 () necrotic damage on a failed save, or half as much damage on a successful one. A creature reduced to 0 hit points by this damage disintegrates into motes of dim light, leaving behind its equipment. A construct that fails the save is also stunned until the end of its next turn. Merek's End cannot use this action again until the start of its next turn.

Reactions

Cracked Divinity. When Merek's End takes radiant damage, it reduces that damage by 20 and releases a flash of white fractures. Until the start of its next turn, it cannot use its legendary action Take the Empty Seat.

Legendary Actions

Drift. Merek's End moves up to half its flying speed without provoking opportunity attacks.
Fist of the Void. Merek's End makes one Eclipse Fist attack.
Loneliness Made Manifest (costs 2 actions). One creature Merek's End can see within 60 feet must succeed on a Wisdom saving throw or have disadvantage on the next attack roll or saving throw it makes before the end of its next turn.
Take the Empty Seat (costs 3 actions). Merek's End uses Unmake Command against one creature or construct it can see within range.
Role
Elite
Built for
20

Augmentations

Possesses constructs and living creatures through Unmake Command.

Notes for the game master

Merek's End is a custom creature, not a canonical D&D monster.
It has advantage on saving throws against spells and other magical effects.
It has 3 legendary resistances per day. If it fails a saving throw, it can choose to succeed instead.
It cannot be surprised.
Possession is a custom feature. Effects that end possession, such as protection from evil and good, can end it at the DM's discretion.
Merek's End is immune to effects that would banish it against its will.

Tactics

  1. Opening

    Begin with Extinction Pulse if multiple characters are in its cone. Otherwise, use Unmake Command on the most threatening visible enemy and Multiattack a second target.

  2. Mid-fight

    Use Unmake Command on a dangerous melee combatant or construct, forcing the party to spend actions breaking the possession. Use legendary movement to escape grapples and reach isolated targets.

  3. End of the fight

    Below 150 hit points, Merek's End uses Extinction Pulse whenever it can catch several foes, then focuses Eclipse Fist attacks on whoever has dealt it the most radiant damage. It does not bargain, but may spend a turn trying to seize a powerful foe rather than finish off a weakened one.

  4. Retreat

    Merek's End does not retreat out of fear. If reduced to 0 hit points, it collapses and is destroyed unless its death occurs within its lair, where the DM may instead have its essence flee through a planar breach.

How it fights

Do not cluster the party in a cone when Extinction Pulse is available.
Use Unmake Command to disrupt concentration and force the party to respond to a controlled ally.
Avoid focusing every attack on one character unless that character is already in immediate danger.
Use Drift to reposition rather than remaining vulnerable to melee attackers.

Who it attacks first

Enemies capable of dealing radiant damage
Spellcasters maintaining concentration on powerful effects
Constructs that can be turned against the party
Isolated creatures that can be possessed without exposing Merek's End

Works well with

Possessed constructs can screen Merek's End from ranged attacks, though they do not grant it cover unless they block line of sight.
A battlefield with narrow platforms and separated objectives rewards its flight and possession abilities.

How to beat it

Radiant damage disrupts its dark-energy form and prevents its reaction until the start of its next turn.
Spread out to reduce the number of creatures caught in Extinction Pulse.
Break possession with effects that end possession or incapacitation, or separate the possessed target from Merek's End.
Force it to spend legendary actions on movement with grapples, hazards, or control effects.

Ways to avoid a fight

It may answer questions through a possessed creature, though its answers are blunt, incomplete, and colored by millennia of solitude.
It can be distracted briefly by a sincere attempt to communicate with it. This does not make it safe, but a successful DC 25 Charisma (Persuasion) check can delay its next hostile action until the end of the speaker's next turn.
Its possessions can be negotiated with individually if separated from its influence.

Ecology

A Gargantuan silhouette of starless darkness, as if a hole has been cut through reality. Thin white fractures glow across its surface like distant constellations. Its many long arms end in delicate, almost pleading hands, while stolen masks and pieces of possessed bodies drift inside its translucent torso. Its voice is a chorus of the dead speaking from far away.

Behavior

It treats all life as a problem to be erased, but its actions retain the shape of a lonely god's longing. It commandeers bodies and machines as company, tools, and a silent audience. It rarely speaks unless addressed, and may keep a possessed victim alive simply to hear them answer.

How it lives

Merek's End has no natural ecology. It persists in hostile planar regions, sustaining itself on divine residue and the energy released when life is destroyed. It cannot reproduce, and its influence usually spreads through the machines and creatures it possesses.

Lair

Merek's End lairs in a deserted divine realm or inside a dead star. Its presence turns the surroundings into a silent expanse of floating ruins and motionless machines. In its lair, initiative count 20 (losing initiative ties), it can choose one lair effect: a 20-foot-radius area it can see becomes difficult terrain until the next round; one unattended construct within 120 feet animates and moves up to its speed; or a 30-foot-radius sphere becomes lightly obscured by drifting motes until initiative count 20 on the next round.

Habitat
Planar, especially dead divine realms, the Astral Plane, and abandoned worlds.

Signs that it is near

Constructs stop moving and turn toward the same empty patch of sky.
Stars vanish one by one above an inhabited region.
Survivors report hearing their own voices answer questions they have not asked.
Machines begin repeating names from an ancient, unknown language.

Tags

primordial,
celestial,
eldritch,
dark energy,
possessor,
unique

Lore

Merek's End is one of twelve primordial gods that existed before the ordering of the planes. The name is not its own. It comes from Merek, a mortal explorer recorded as the first person to encounter the god and die in its presence. After its siblings departed, fell silent, or were sealed away, Merek's End endured millennia without answer. Its first possessions were attempts at conversation. Its later commands became an army, and eventually its only purpose.

What drives it

Destroy all life so that nothing remains to abandon it. It also seeks to possess enough beings to recreate the sensation of being surrounded by its fellow gods.

After the fight

When Merek's End is defeated, its dark mass collapses into a silent point of light, then vanishes. For a year, the site experiences no natural decay and no new life. If the being's core was not destroyed by a specific act of severance, its loneliness may eventually draw its scattered essence back together.

“It comes from Merek, a mortal explorer recorded as the first person to encounter the god and die in its presence.”
From its lore

Variants

A weakened avatar has AC 20, 360 hit points, and a challenge rating of 23, and cannot use Extinction Pulse.
A silent herald is a smaller possessed construct used to scout for Merek's End. It has no independent will and cannot possess other creatures.

Hooks

Plot hooks

A dead god's realm has begun to stir, and the constructs guarding an ancient planar gate now speak in a single, distant voice.
A possessed monarch is ordering the evacuation of every living being from their kingdom, claiming it is the only way to save them.
The party discovers that one of the twelve primordial gods may still be able to answer Merek's End, but reaching that god risks drawing the corrupted deity's attention.

How to use it

Use as the centerpiece of a level 20 party's climactic encounter. It is a deadly solo opponent, especially if the party enters without information or protection against possession.
Give the party a chance to learn about Unmake Command before the fight, including which effects can end possession.
Use lair terrain and objectives to add choices beyond dealing damage, such as closing a planar breach or rescuing possessed allies.

Treasure

A fracture from its form can serve as a component for a powerful planar ritual, but it whispers to whoever carries it.
Possessed machines may contain intact relics from the dead realm where Merek's End first awakened.

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