Huge Beast, Unaligned
Armor Class 15 Natural Armor
Hit Points 126 (12d10 + 60)
Speed 10 ft., swim 90 ft.
STR
19 (+4)
DEX
12 (+1)
CON
20 (+5)
INT
5 (-3)
WIS
14 (+2)
CHA
7 (-2)
Saving Throws STR +7, CON +8
Damage Vulnerabilities Fire, Thunder
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Lightning
Condition Immunities Blinded
Senses Blindsight 120 ft., Darkvision, Passive Perception 15
Languages Druidic Druidic
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

Druidic. Each beast within 120 ft. and is aware of the abyss eater must make a DC 18 Wisdom saving throw. On a failed save, the beast is charmed until the abyss eater attacks it, on a successful save the beast is immune to the effect for 24 hours.

Amphibious. The abyss eater can breath air and water.

Siege Monster. The abyss eater does double damage to objects and structures.

Water Wings. The abyss eaters fins produce a constant current of water as long as it is fully submerged. To each side of the abyss walker, there is wall of water 5 ft. long, 5 ft. high, and 1 foot thick. Each creature in its area must make a DC 17 Strength saving throw. On a failed save, the target takes 17 (3d8 + 3) Bludgeoning damage and is pushed 10 ft. back. On a successful save, the target takes half the damage and is not moved.

Disruptive Presence. The abyss eater displaces so much water when it swims, it creates a strong current. Wherever the abyss eater swims a current is left there until the end of its next turn. Each creature that enters the currents area must make a DC 13 Athletics saving throw. On a failed save, the creatures swim speed is halved until the end of its next turn, on a successful save the creatures swim speed is increased by 10 ft. until the end of its next turn.

Actions

Multiattack. The abyss eater uses its water pulse if it can, then attacks with Surge.

Surge. Melee Weapon Attack: +7 to hit, reach 10 ft. cube, all targets. Hit: 22 (4d8 + 4) bludgeoning damage. 

Water Pulse (Recharge 5-6). The abyss eater floods the area surrounding it in a 40 ft. radius centered on itself. Each creature in the radius makes a DC 17 Strength saving throw. On a failed save, the creature takes 17 (3d8 + 3) Bludgeoning damage and is pushed 10 ft. back. On a successful save, the creature takes half the damage and is not moved. If used on land, all open flames in the radius are extinguished and the water remains on the ground.

 

Description

The Abyss Eater is a rare and powerful creature. Nomadic in nature, they roam the sect of the seas where little to no other creatures live, rarely traveling to other locales to sustain their diet, such as the seabed, the reefs, or underwater caves. During these excursions, they are frequently accosted and captured by more intelligent or powerful creatures, most commonly dragon turtles, merfolk nobility, and aboleths. However, abyss eaters can only live up to a year in captivity until they die. These beasts make an extraordinary asset to any underwater assault or siege, and a single one can turn the tide of a battle. It is revered by druids, and is said to be among the few beasts that teaches the druidic language. The few undersea druids constantly attempt to free them from captivity and release them back into the open ocean.

Variant. In rare cases abyss eaters live up to hundreds of years, and as they age, they gain magical attributes. Abyss eaters that have these magical properties are known as Abyss Devourers

Innate Spellcasting. The abyss devourers innate spellcasting ability is Wisdom (spell save DC 13). The stargazer can innately cast the following spells, requiring no material components: 

At will: Darkness, Shape Water

3/day each: Greater Invisibility, Tidal Wave

 

Habitat: Underwater

NickelPickler

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