5e SRD >Creatures >

Supermassive Singularity

Tiny fey, neutral evil

Armor Class 24 (plus entropic defense) Hit Points 204 (37d4 + 111)
Speed 0 ft., fly 120 ft.

10 (+0) 24 (+7) 16 (+3) 19 (+4) 16 (+3) 25 (+7)

Saving Throws Dex +14, Con +9
Skills Acrobatics +13, Deception +13, Insight +9, Stealth +13
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks that aren’t adamantine
Damage Immunities cold, fire, poison, radiant
Condition Immunities poisoned, prone
Senses darkvision 60 ft., passive Perception 16
Languages understands Common, Deep Speech, Sylvan, and any commonly transmitted language, but can’t speak. See the Radio Communications special ability.

Challenge 20 (25,000 XP)


  • Electromagnetic Shielding. A supermassive singularity bends the electromagnetic fields around itself to gain a bonus to AC that is equal to its charisma bonus.
  • Entropic Defense. A magical field surrounds a supermassive singularity, glowing with a chaotic blast of multicolored hues. This field deflects incoming arrows, rays, and other ranged attacks. Each ranged attack directed at the supermassive singularity are made with disadvantage. Other attacks that simply work at a distance are not affected.
  • Fast. The supermassive singularity is unnaturally fast. It has advantage on Dexterity saving throws and on each of its turns, it can use a bonus action to take the Dash, Disengage, or Hide action. Magic Resistance. The supermassive singularity has advantage on saving throws against spells and other magical effects.
  • Gravitic Slowing. Creatures moving within 10 feet of a supermassive singularity are exposed to a slowing aura. Creatures in the aura have their speed halved, take a ?2 penalty to AC and Dexterity saving throws, and can’t use reactions. While in the aura, on its turn, the target can use either an action or a bonus action, not both. Regardless of the creature’s abilities or magic items, it can’t make more than one melee or ranged attack during its turn. If the creature attempts to cast a spell with a casting time of 1 action, roll a d20. On an 11 or higher, the spell doesn’t take effect until the creature’s next turn, and the creature must use its action on that turn to complete the spell. If it can’t, the spell is wasted. A creature is exposed to this slowing effect til they leave the area of effect. A haste spell will allow creatures to ignore the aura’s effects while the spell is active.
  • Force of Gravity. The supermassive singularity may change the damage type of any energy-based spell it casts to do force damage. This is done as part of the spellcasting action.
  • Innate Spellcasting. The supermassive singularity’s innate spellcasting ability is Charisma (spell save DC 21). It can innately cast the following spells, requiring no material components:
  • No Breath.The supermassive singularity does not breathe and is immune to effects that require breathing.
  • Radio Communications. Due to their ability to monitor radio waves, supermassive singularities can usually understand and communicate in any language that is commonly transmitted through their territory. However, they transmit radio waves instead of speaking verbally so the other party wishing to communicate must have a similar ability or a communications device capable of doing so.


  • Multiattack. The supermassive singularity makes four x-ray pulse attacks.
  • X-Ray Pulse. Ranged Weapon Attack: +13 to hit, range 100 ft., one target, and any adjacent creatures. Hit: 34 (6d8 + 7) radiant damage. This attack ignores cover that is not a force effect.
  • Superior Invisibility. The supermassive singularity magically turns invisible until its concentration ends (as if concentrating on a spell). Any equipment the supermassive singularity wears or carries is invisible with it.
  • Interplanetary Teleport. The supermassive singularity instantly transport itself, its equipment, and any willing creature it is touching to a designated destination. There is no range limit and the supermassive singularity does not need to have seen the destination, though it must have a solid grasp of which world it wishes to travel to (“the third planet from the sun” is an acceptable destination, but “a habitable world near that bright star” is not). If the supermassive singularity has a specific location on a planet in mind, it arrives there without a chance of failure; otherwise it arrives at a location that would not immediately be life-threatening. If no such safe landing zone exists on the world, such as a supermassive singularity attempting to travel into the sun without the proper precautions in place, the action simply fails.


  • Gravity Master. As a reaction, if the supermassive singularity is affected by a gravity-based spell (such as reverse gravity) or effect, it can immediately negate that effect.


The supermassive singularity 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 supermassive singularity regains spent legendary actions at the start of its turn.

  • Pulse. The supermassive singularity makes one x-ray pulse attack.
  • Gravitic Inversion. The supermassive singularity casts reverse gravity. This does not count against its daily limit.
  • Casting (Costs 2 Actions). The supermassive singularity casts a spell.
Section 15: Copyright Notice
Legendary Planet Adventure Path (5E) © 2020, Legendary Games; Authors: Matt Goodall, Jim Groves, Steven T. Helt, Tim Hitchcock, Jason Nelson, Richard Pett, Tom Phillips, Mike Shel, Neil Spicer, Mike D. Welham