Gargantuan Monstrosity, Chaotic Neutral
Armor Class 25 Natural Armor
Hit Points 1036 (53d20 + 436)
Speed 100 ft., Hover , Swim 100 ft. Dive
STR
30 (+10)
DEX
14 (+2)
CON
30 (+10)
INT
22 (+6)
WIS
30 (+10)
CHA
20 (+5)
Saving Throws STR +19, CON +19, WIS +19
Skills Intimidation +10, Perception +8
Damage Vulnerabilities Necrotic
Damage Resistances Fire, Lightning, Damage Dealt By Traps
Damage Immunities Cold, Force, Poison, Psychic, Radiant, Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Blindsight 150 ft., Truesight 100 ft., Passive Perception 26
Languages Telepathy
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

Reflective Carapace. Any time the Sky Whale is targeted by a magic missile spell, a line spell, or a spell that requires a ranged attack roll, roll a d6. On a 1 to 5, the Sky Whale is unaffected. On a 6, the Sky Whale is unaffected, and the effect is reflected back at the caster as though it originated from the Sky Whale, turning the caster into the target.

Legendary Resistance. (5/Day). If the Sky Whale fails a saving throw, it can choose to succeed instead.

Siege Monster. The Sky Whale deals triple damage to objects and structures. 

Magic Resistance. The Sky Whale has advantage on saving throws against spells and other magical effects. 

Limited Magic Immunity. The Sky Whale is immune to any damage from 7th level spells or lower unless the Sky Whale wishes.

Innate Spellcasting. The Sky Whale's innate spell casting ability is Wisdom (Spell Save DC 25). It can innately cast the following spells instantaneously and requiring no components:

At will: Animal Friendship, Control Weather, Greater invisibility, Meteor Swarm, Storm of Vengeance, and Time Stop

Greatest Mind. The Sky Whale can cast spells using a bonus action rather than an action.

 

Actions

Crystalline Mind. Each creature of the Sky Whale's choice that is aware of it must succeed a DC16 Constitution saving throw or be crystallized into a gem of the Sky Whale's choice. A creature that is crystallized is considered unconscious and must succeed death saving throws or die. If successfully stabilized, the creature gains 10 (2d4+6) of the gems it was crystallizing into and is immune to the Sky Whale's Crystalline Mind for the next 24 hours.

Frightful Presence. Each creatures of the Sky Whale's choice within 300 feet of it and aware of it must must succeed a DC18 Wisdom saving throw or be frightened for 5 minutes. The creature may repeat the saving throw at the start of each of its turns with disadvantage if the Sky Whale is within line of sight. Upon success, the creature is immune to the Sky Whale's Frightful Presence for the next 24 hours.

Tail. Melee Weapon Attack: +22 to hit, reach 50 ft., 3 targets. Hit: 62 (5d10 + 22) Bludgeoning damage. Guaranteed hit to any target within 20 feet behind the Sky Whale. All creatures hit must succeed a DC20 Constitution saving throw or be knocked prone.

Bite. Melee Weapon Attack: +19 to hit, reach 20 ft., one target. Hit: 36 (4d12+10) piercing damage. If the target is a creature, it is grappled (escape DC 20). Until this grapple ends, the target is restrained, and the Sky Whale can't bite another target.

Swallow. The Sky Whale makes one bite attack against a Large or smaller creature it is grappling. If the attack hits, the target takes the bite's damage, the target is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the Sky Whale, and it takes 56 (16d6) fire damage. At the start of the Sky Whale's next turn, the swallowed creature exits prone within 10 feet to the side of the Sky Whale and is devoid of any metal objects that creature was carrying. If the Sky Whale dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 30 feet of movement, exiting prone. 

Concussion. The Sky Whale lets loose a concussive force of heated air in a 30 by 400 ft. line in front of it. Any creature that is hit must succeed a DC20 constitution saving throw or take 22 (3d8+8) force damage and be knocked prone. On success, the creature remains standing and takes half damage.

Legendary Actions

The Sky Whale 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 Sky Whale regains spent legendary actions at the start of its turn. 

Action. The Sky Whale can make an action.

Move. The Sky Whale can fly 30 ft.

Regenerate. The Sky Whale can regenerate 15 (2d20+5) health.

Description

The Sky Whale has only existed in a Legend told through whispers. It was said that before creatures existed, there were the gods. The gods, in an attempt to create a powerful creature, forged the Sky Whale out of a portion of the Material Plane. Experimenting, the gods gave it powerful abilities. But the Sky Whale grew too powerful and the might it now wielded was enough to easily destroy the gods.

At this time, more creatures had been formed, ones that obeyed the natural laws and ones that were lesser than the gods. In a legendary occurrence, the good and evil gods alike managed to bind the Sky Whale into sleep. The Sky Whale formerly held great respect for its creators, but now hold them in contempt.

The ritual used to bind the Sky Whale was long forgotten, and so was the Sky Whale. But if there exists a ritual to put it to sleep, then there must be a ritual to awaken it. Such a ritual has never been found, but only theorized by Spellcasters daring enough to seek out the knowledge to perform it.

 

It was said that when the Sky Whale frolicked on the Material Plane, it carved out great mountain ranges and deep lakes using its massive jaws and consumed the material it removed. 

Monster Tags: Titanmonstrosity

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