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Yskarakta

Large fiend, neutral evil

Armor Class 20 (natural armor)
Hit Points 169 (26d8 + 52)
Speed 30 ft., burrow 30 ft.

STR DEX CON INT WIS CHA
18 (+4) 13 (+1) 14 (+2) 20 (+5) 20 (+5) 13 (+1)

Saving Throws Str +8, Dex +5, Wis +9
Skills Arcana +9, Athletics +8, History +9, Perception +9, Religion +9
Damage Vulnerabilities radiant
Damage Resistances fire, lightning, poison
Damage Immunities cold, necrotic
Senses blindsight 30 ft., darkvision 120 ft., passive Perception 19
Languages Abyssal, Common, Infernal, Void Speech
Challenge 12 (8,400 XP)

SPECIAL TRAITS

  • Eternally Reborn. If Yskarakta is reduced to 0 hp, his spirit immediately moves into the nearest satarre mystic within 300 feet of him. Yskarakta rejuvenates in that mystic’s body on initiative count 20 of the next round, regaining all his hp and becoming active again. If there is no satarre mystic within range, Yskarakta’s spirit moves into his chiming staff. The first creature to touch the staff must make a DC 19 Constitution saving throw. If successful, the staff can be held and wielded as a magical quarterstaff. If the saving throw fails, the creature transforms into Yskarakta, dying as Yskarakta rejuvenates, regains his hp, and becomes active again.
  • Void Strength. Yskarakta has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and forced unconscious.
  • Void Weapons. Yskarakta’s weapon attacks are magical. When Yskarakta hits with any weapon, the weapon deals an extra 2d8 necrotic damage (included in the attack).

ACTIONS

  • Multiattack. Yskarakta makes three attacks: one with his chiming staff and two with his necrotic claws.
  • Necrotic Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage plus 9 (2d8) necrotic damage.
  • Chiming Staff. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 9 (1d10 + 4) bludgeoning damage plus 9 (2d8) necrotic damage, and the target must succeed on a DC 17 Constitution saving throw or be blinded or deafened (Yskarakta’s choice).
  • Unraveling the World (1/Day). Yskarakta grabs the hidden threads of reality and unbinds them, disintegrating creatures, non-magical objects, and even air and earth within 30 feet of him. Each creature in that area must make a DC 17 Dexterity saving throw, taking 35 (10d6) force damage on a failed save, or half as much damage on a successful one. If this damage reduces the target to 0 hp, it is disintegrated. A disintegrated creature and everything it is wearing and carrying, except magic items, are reduced to a pile of fine gray dust. The creature can be restored to life only by means of a true resurrection or a wish spell. Nonmagical objects in the area that aren’t being worn or carried are disintegrated without a saving throw.

LEGENDARY ACTIONS

Yskarakta 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. He regains spent legendary actions at the start of his turn.

  • Detect. Yskarakta makes a Wisdom (Perception) check.
  • Move. Yskarakta moves up to his speed without provoking opportunity attacks.
  • Whispering Doom (Costs 2 Actions). Yskarakta speaks a fateful curse in Void Speech. Each non-satarre creature within 30 feet of him that can hear him must succeed on a DC 17 Charisma saving throw or take 9 (2d8) necrotic damage.
  • Word of Destruction (Costs 3 Actions). One creature Yskarakta can see within 60 feet of him must succeed on a DC 17 Wisdom saving throw or be stunned until the end of its next turn.

ABOUT

The wiry reptilian creature carries itself with a regal bearing.

Glowing rings float above its head, their light glinting off its glossy flesh. It wields a long, axe-headed staff crowned with rings.

Yskarakta is a confidante of Nidhoggr, the dragon at the roots of Yggdrasil. He is an intimate friend of the void cults, blood cults, and night-bringers of all stripes. Yskarakta commands legions of satarre destroyers and mystics with equal glee, and, unlike demons, he can plot and plan and scheme. He portends the end of existence that all satarre long to hasten.

True Void Believer. Yskarakta exhorts and encourages his followers, void cultists, and others to pursue paths of destruction, death, and decay. At all times he knows the end times draw near, and he seeks omens, prophecies, and lore related to hastening doomsday.

Wise and Cunning. The Lord of the Satarre weaves plans within plans, and uncovers the weaknesses of foes to better destroy them. He almost always knows a shameful secret, a hidden vulnerability, or a weakness of any person or place he seeks to destroy. Sometimes, Yskarakta manifests these secrets in glyphs that appear above his head.

Walker of the World Tree. Yskarakta can open shadow roads and planar pathways with ease, and he is often found wandering the planar highways. He occasionally wears a cloak and pretends to be a god of wisdom, or he claims to be a messenger sent directly from some higher power. Yskarakta finds it that much sweeter to sow destruction and confusion when his enemies’ guard is lowered.

Section 15: Copyright Notice
Tome of Beasts 2. © 2020 Open Design LLC; Authors Wolfgang Baur, Celeste Conowitch, Darrin Drader, James Introcaso, Philip Larwood, Jeff Lee, Kelly Pawlik, Brian Suskind, Mike Welham.