Huge Monstrosity, Unaligned
Armor Class 21 (natural armor)
Hit Points 384 (20d20 + 150)
Speed 60 ft.
STR
25 (+7)
DEX
25 (+7)
CON
25 (+7)
INT
4 (-3)
WIS
17 (+3)
CHA
10 (+0)
Saving Throws STR +13, DEX +13, CON +13
Damage Vulnerabilities Lightning
Damage Resistances Thunder
Damage Immunities Acid, Cold, Fire, Poison
Condition Immunities Charmed, Frightened, Grappled, Poisoned, Prone
Senses Blindsight 30 ft, Darkvision 120 ft, Passive Perception 18
Languages --
Challenge 20 (25,000 XP)
Proficiency Bonus +6
Traits

Aquatic. The Bluebeard can breathe underwater, but dies if taken out of water for more than 1 minute at a time. 

Sunlight Sensitivity. While in sunlight, the Bluebeard has disadvantage on Attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

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

Actions

Multiattack. The Bluebeard may use its Frightful Presence. Then, it makes three attacks: one with its bite and two with its tail.

Bite. Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 20 (2d10 + 9) piercing damage plus 11 (2d10) thunder damage.

Tail. Melee Weapon Attack: +12 to hit, reach 30 ft., one target. Hit: 18 (2d8 + 9) force damage.

Thunderous Clap. Every creature within 30 feet of the Bluebeard that can hear it must make a DC 19 Constitution saving throw or take 40 (3d12 + 20) thunder damage and be Deafened for 1 minute, repeating the saving throw at the end of each of their turns. On a success, the creature is no longer Deafened.

Frightful Presence. Each creature of the Bluebeard's choice that is within 120 feet of the Bluebeard and aware of it must succeed on a DC 20 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the Bluebeard's Frightful Presence for the next 24 hours.

Legendary Actions

The Bluebeard 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 Bluebeard regains spent legendary actions at the start of their turn.

Tail (Costs 1 Action). The Bluebeard makes a Tail attack.

Bite (Costs 1 Action). The Bluebeard makes a Bite attack.

Horrify (Costs 2 Actions). The Bluebeard uses its Frightful Presence.

Swim (Costs 2 Actions). The Bluebeard moves up to half its movement speed.

Thunder (Costs 3 Actions). The Bluebeard uses its Thunderous Clap attack.

Description

The Bluebeard is a silvery, writhing serpent that lives deep in cave systems under the midnight zone of the Vast Depths. Its Terran name comes from the fictional Bluebeard folk tale; the monstrous beast of the Depths is named after the killer of ancient folklore because of its hidden caves, bluish colour, and innately murderous tendencies.

Lair and Lair Actions

Bluebeards make their lairs in the midnight zone, most often in the Vast Depths region. 

The water around a Bluebeard's lair is murky but brighter than the rest of the midnight zone. It often has a slight red tinge, especially after the Bluebeard feeds.

The inside of a Bluebeard's lair is filled with all of its many collections of treasures and mechanical devices from beneath the silt of the midnight zone. If something big sinks in the ocean, it will end up in the lair of a Bluebeard.

Lair Actions

On initiative count 20 (losing initiative ties), the Bluebeard takes a lair action to cause one of the following effects; the Bluebeard can’t use the same effect two rounds in a row:

  • A hydrothermal vent erupts, causing a nearby creature to be hit and shot upwards with its force. Creatures within 20 feet of a vent when it erupts must make a DC 15 Dexterity saving throw or take 13 (4d6) fire damage and be pushed 60 feet upwards, towards the ceiling of the cave.
  • The water in the Bluebeard's lair begins to grow darker and a deeper shade of crimson as it is diluted with blood. All creatures inside of the lair must make a DC 15 Wisdom saving throw or be Blinded for 1 minute. They may repeat this save at the end of each of their turns, and the effect is ended on a success.
  • Currents inside of the lair strengthen as the Bluebeard moves in a specific pattern. Creatures within 50 feet of the Bluebeard must make a DC 15 Dexterity saving throw or be pulled towards it. Their movement speed is reduced to 0 until the end of their next turn, and on the end of their next turn they take 10 (2d8) Bludgeoning damage.

 

Previous Versions

Name Date Modified Views Adds Version Actions
8/15/2020 9:47:54 PM
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Coming Soon

Habitat: Underwater

Ford42

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