Primordial Worldbreaker

With the swiftness of an eagle and the towering might of a mountain, a primordial worldbreaker is the ultimate expression of martial power. The creators of the secret giant monastic tradition known as the Way of the Worldbreaker, these giants can reduce anything in their path into utter oblivion with a single blow from their titanic fists. A typical worldbreaker is more than 200 feet tall. Where most giants would be girthy, a worldbreaker is svelte, rippling with finely honed muscles that leave no doubt as to their strength. Most worldbreakers wear simple, revealing garb which puts their bodies on display. Each is heavily tattooed with magical inscriptions, believed to enhance their already destructive power. A worldbreaker’s skin is like unworked steel, and their eyes glitter with the deepest blues.


PRIMORDIAL WORLDBREAKER

Titanic giant, chaotic neutral


Armor Class 24 (natural armor)
Hit Points special
Speed special

STR DEX CON INT WIS CHA
26 (+8) 30 (+10) 30 (+10) 19 (+4) 30 (+10) 18 (+4)

Saving Throws Str +17, Con +19, Int +13, Wis +19
Skills Insight +19, Perception +19, Religion +22
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities poison
Condition Immunities paralyzed, restrained, unconscious
Senses truesight 240 ft., passive Perception 29
Languages Common, Giant
Challenge 30 (155,000 XP)


TRAITS

Bringer of Destruction. The worldbreaker’s attacks are magical. When the worldbreaker scores a hit, it deals an extra 36 (8d8) force damage (included in the attack). If a target is reduced to 0 hit points or is at 0 hit points when it takes this damage, it is disintegrated. When a nonmagical object or magical item of uncommon quality or lower touches the worldbreaker, the worldbreaker can choose to disintegrate the touched object or magical item (no action required).

Destructive Ki. The worldbreaker’s body overflows with destructive ki, possessing 30 ki points. The worldbreaker can expend ki points (included in the feature’s description) to take certain actions. The worldbreaker recovers all of its ki points when it finishes a short or long rest.

Diamond Soul. When the worldbreaker fails a saving throw, it can expend 4 ki points to succeed instead.

Titanic Creature. The worldbreaker is a titanic creature which is so large that combat involves dividing its body up into various sections, each of which has a fixed initiative count on which it acts (losing initiative ties), detailed in its description. Each section is considered a unique creature for purposes of targeting (in case an effect or attack would include multiple targets), and effects that include an area may affect multiple sections of the worldbreaker if the area is large enough. Each section has its own hit points and actions but shares the worldbreaker’s other statistics (such as damage resistances, saving throws, etc.). When a section is reduced to 0 hit points, it becomes incapacitated until it regains hit points or the worldbreaker is slain, which causes the section to die along with the worldbreaker. If a section has a speed, the worldbreaker can move up to that section’s speed during the section’s turn. Creatures can enter and occupy the same space as the worldbreaker, which is considered difficult terrain, and the worldbreaker cannot make opportunity attacks. Finally, attempts to forcibly move, banish, or magically teleport the worldbreaker or any of its parts automatically fail.


PRIMORDIAL WORLDBREAKER – HEAD AND BODY

Hit Points 410 (20d20 + 200)
Initiative Count 20


TRAITS

Bastion of the Mind. Effects that would attempt to influence the worldbreaker’s mind (such as psychic damage, the stunned and unconscious conditions, or effects that force an Intelligence, Wisdom, or Charisma saving throw) can only affect this section (all other sections are immune). If this section is blinded, charmed, deafened, frightened, incapacitated, stunned, or unconscious, all the other sections are as well.

Heart of Stone. When this section is reduced to 0 hit points, the worldbreaker is slain. If any of the worldbreaker’s other sections have at least 1 hit point, this section has resistance to damage.

Position. The head and body of the worldbreaker is at least 120 feet above the space it occupies. The section is a cube approximately 30 feet wide, 80 feet tall, and 30 feet deep.


ACTIONS

Empowering Spirit. The worldbreaker regains 5 ki points.

Infinity Punch (Step 1). The worldbreaker performs the first step in a deadly martial arts technique known as the infinity punch, gathering its strength and focusing its energy.

Multistrike (Costs 2 Ki Points). Until the start of this section’s next turn, the next time the worldbreaker would take an action to make an attack, it may make two additional attacks.

Sense Spirit (Costs 3 Ki Points). The worldbreaker precisely locates the exact position of a creature it is aware of within 500 feet of it. Until the start of this section’s next turn, the worldbreaker has advantage on attack rolls against that creature, and the creature cannot be hidden from the worldbreaker.


PRIMORDIAL WORLDBREAKER – LEFT ARM

Hit Points 328 (16d20 + 160)
Initiative Count 15


TRAITS

Position. The left arm of the worldbreaker is positioned on the left side of its body and head and is typically 160 feet up immediately to the left of the space the worldbreaker occupies. The arm occupies a cube approximately 90 feet tall, 20 feet wide, and 20 feet deep.


ACTIONS

Deflection (Costs 3 Ki Points). Until the start of this section’s next turn, when another section of the worldbreaker would be targeted by a spell or ranged attack, it may make this section the target of the attack instead.

Infinity Punch (Step 2). The worldbreaker performs the second step in a deadly martial arts technique known as the infinity punch, positioning its upper body to deliver the blow. The worldbreaker cannot take this action unless it previously took the Infinity Punch (Step 1) action this round.

Martial Strike. Melee Weapon Attack: +19 to hit, reach 90 ft., every creature and object within 10 ft. of the target. Hit: 49 (6d12 + 10) bludgeoning damage and 36 (8d8) force damage.


PRIMORDIAL WORLDBREAKER – LEGS

Hit Points 369 (18d20 + 180)
Initiative Count 10
Speed 240 ft.


TRAITS

Position. The legs of the worldbreaker are positioned at the base of its space, which is typically a 50-foot-by-50-foot square. The worldbreaker’s legs are approximately 120 feet tall.

Powerful Strides. The worldbreaker is immune to difficult terrain.

Unarmored Movement. The worldbreaker can move along vertical surface and across liquids without falling during the move.


ACTIONS

Crescent Kick. Melee Weapon Attack: +19 to hit, reach 120 ft., every creature and object within 10 ft. of the target. Hit: 49 (6d12 + 10) bludgeoning damage and 36 (8d8) force damage. If the target is a Gargantuan or smaller creature, it is pushed up to 120 feet in a straight line in a direction of the worldbreaker’s choice.

Infinity Punch (Step 3). The worldbreaker’s speed becomes 0 until the start of this section’s next turn, and it performs the third step in a deadly martial arts technique known as the infinity punch, moving into a combat stance necessary to make the attack. The worldbreaker cannot take this action if it expended movement this turn. Additionally, the worldbreaker cannot take this action unless it previously took the Infinity Punch (Step 2) action this round.

Sonic Boom Kick (Costs 4 Ki Points). Melee Weapon Attack: +19 to hit, reach 120 ft., every creature and object within 10 ft. of the target. Hit: 75 (10d12 + 10) bludgeoning damage and 36 (8d8) force damage. A creature hit by this attack must succeed on a DC 27 Constitution saving throw or be stunned until the start of this section’s next turn.


PRIMORDIAL WORLDBREAKER – RIGHT ARM

Hit Points 328 (16d20 + 160)
Initiative Count 5


TRAITS

Position. The right arm of the worldbreaker is positioned on the right side of its body and head and is typically 160 feet up immediately to the left of the space the worldbreaker occupies. The arm occupies a cube approximately 90 feet tall, 20 feet wide, and 20 feet deep.


ACTIONS

Infinity Punch (Step 4). The worldbreaker performs the final step in a deadly martial arts technique known as the infinity punch. The worldbreaker cannot take this action unless it previously took the Infinity Punch (Step 3) action this round.

The worldbreaker delivers a devastating blow that defies all reason, projecting a line of force 50 feet wide of infinite length. Creatures, objects, and structures in that area take 256 (20d20 + 10 plus 8d8) force damage. Affected targets cannot have resistance or immunity to this damage, and magical barriers that would obstruct the attack’s path are instead destroyed. Once the worldbreaker has used this action, it cannot use it again until a century has passed.

Ki Blast (Costs 5 Ki Points). The worldbreaker projects a line of destructive ki in a 1-mile-long, 30-foot-wide line. Anything in that area must succeed on a DC 27 Dexterity saving throw or take 70 (20d6) force damage, or half as much on a success.

Martial Strike. Melee Weapon Attack: +19 to hit, reach 90 ft., every creature and object within 10 ft. of the target. Hit: 49 (6d12 + 10) bludgeoning damage and 36 (8d8) force damage.


Ref: TPKB1 p211-212