Gargantuan Swarm of Large elementals, Any Good Alignment
Armor Class 17 Natural armor, scales
Hit Points 200 (3d12 + 5)
Speed 500 ft., When this creature accelerates, it pulls around 1,000 G's by rising to 500 feet in 5 seconds. It is not recommended to ride these because 1,000 G's in 5 seconds is enough to turn anyone to jelly. They also accelerate so fast they break the sound barrier. When they Initially take off they produce a shock wave strong enough to knock anyone not hanging on to something a 1d10 damage (unless they make a dexterity saving throw) and are blasted back 20 feet away from where the Aisraknoise was.
STR
20 (+5)
DEX
3 (-4)
CON
15 (+2)
INT
20 (+5)
WIS
20 (+5)
CHA
15 (+2)
Saving Throws STR +14, INT +14, WIS +14
Damage Vulnerabilities Acid, Fire
Damage Immunities Cold, Lightning
Condition Immunities Charmed, Paralyzed, Petrified, Restrained
Senses Darkvision, Tremorsense, Truesight, Passive Perception 10
Languages Celestial, Common, Deep Speech
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Actions

Action Name. Heal. The Aisraknoise can heal any amount of damage including if the player is unconscious. It can heal you up to your full hit points. You must make an offering to please it for it to heal members of your group.

Action Melee Attack. Slash +10 to hit, reach 100 ft. Hit:  (2d10 + 5) slashing and bludgeoning damage. 

Action Ranged Attack. Pure light:  +5 to hit, range 200 ft. Hit: (6d6 + 5) lightning and thunder damage.

Reactions

Reaction Name. if attacked this gargantuan beast will;

If DM rolls an 11 or higher on a 20d die the Aisraknoise will use pure light

If the DM rolls a 9 or lower, the Aisraknoise will use Slash

If the DM rolls a 10 the Aisraknoise will flee

Legendary Actions

 

Not legendary 

Mythic Actions

 

Not Mythic

Description

This creature is sometimes called the gargantuan healer. They wander through the skies and heal all those they meet. Always act in kindness towards these Gargantuan creatures. they are almost always gentle but no one has ever survived one of their attacks when this creature is determined to slay.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

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

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Monster Tags: Angel

Habitat: ArcticCoastalDesertForestGrasslandHillMountain

ash_dowkard

Comments

Posts Quoted:
Reply
Clear All Quotes