Saving Throws Str +19, Dex +9, Con +16, Int +15, Wis +13
Damage Immunities lightning; bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities frightened, paralyzed
Senses truesight 150 ft., passive Perception 16
Languages understands Abyssal, Celestial, Infernal, and Primordial but can't speak, telepathy 120 ft.
Freedom of Movement. Aeoluthida ignores difficult terrain, and magical effects can't reduce its speed or cause it to be restrained. It can spend 5 feet of movement to escape from nonmagical restraints or being grappled.
Weather Camoflauge. Aeoluthida has advantage on Dexterity (Stealth) checks made while severe weather conditions are present
Shocking Grasp. Once per turn, Aeoluthida can use Shocking Grasp with one arm or tentacle for an additional 4d10 damage. If the attack hits, the target must make a DC 20 Con save. If the target is wearing metal armor, or is grappled, it has disadvantage on the save.
Regeneration. Aeoluthida's arms regain 30 hit points at the start of it’s turn. If the arm takes necrotic or radiant damage, this trait doesn’t function at the start of Aeoluthida's next turn. The arm will drop off if it starts it’s turn with 0 hit points and doesn’t regenerate.
Multiattack. Aeoluthida makes five melee attacks; two with it’s arms, two with it’s tentacles and one with it’s beak.
Arms. Melee Weapon Attack: +12 to hit, reach 30 ft., one target. Hit: (6d8 + 6) bludgeoning damage. With each successful attack, the arm can choose to grapple the target (escape DC 20). It will only grapple two targets at a time. It can release a grappled creature as a free action if it grapples another. If Aeoluthida takes damage equal or greater to 1/6 it’s total HP to one arm in a single round, that arm will become instantly useless. If four arms become useless, While it uses four arms to attack, it uses it’s other four to constrict objects of huge or larger size, releasing an arm from the constriction as needed to replace useless arms until it needs to flee.
Tentacles. Melee Weapon Attack: +12 to hit, reach 60 ft., one target. Hit: (5d8 + 6) bludgeoning plus (4d8) piercing damage and the target is grappled. It can It can release a grappled creature as a free action. If the Aeoluthida takes damage equal or greater to 1/4 it’s total HP to one tentacle in a single round, it will become useless.
Beak. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: (5d12 + 6) slashing damage. If the target is a medium or smaller creature, it is grappled (escape DC 20). Until this grapple ends, the target is restrained, and Aeoluthida can’t bite another target.
Reaction Name. Enter the description for your action.
Aeoluthida can take 4 legendary actions, choosing from the list below. Only one legenday action can be used at a time and only at the end of another creature’s turn. Aeoluthida regains spent legendary actions at the start of it’s turn.
Arm Slam. The Aeoluthida makes one arm attack to slam a target. In addition to the damage taken from the attack, the target is knocked prone and must make a DC 20 Constitution save or be stunned until the end of it’s next turn.
Tentacle Fling. One large or smaller object held or creature grappled by the Aeoluthida is thrown up to thirty feet in a random direction and knocked prone. If a thrown target strikes a solid surface, the target takes (2d8) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 20 Dexterity save or take the same damage and be knocked prone.
Swallow. If Aeoluthida has a medium or smaller creature grappled, whether in it’s beak, arm or a tentacle, it can swallow the creature whole, ending the grapple. If it has a creature in it’s beak, it must swallow that creature before attempting to swallow another in it’s tentacles. It can swallow no more than three living creatures at a time. While swallowed the creature is blinded and restrained, it has total cover against attacks and other effects outside of the Aeoluthida, and it takes (8d8) acid damage at the start of each of Aeoluthida's turns. If Aeoluthida takes 15 damage or more on a single turn from creatures inside it, it must succeed on a DC 30 Constitution save at the end of that turn or regurgiate all swallowed creatures, which fall prone in a space within 10 feet. It will also automatically regurgitate any creatures if it loses four tentacles and flees. If Aeoluthida dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 15 feet of movement, exiting prone.
(The following use all (4) legendary actions):
Summon Creature: Aeoluthida summons (1) Creature With CR 15 or Lower
Psychic Scream
Meteor Storm
Sunburst
Description
The Legendary God Creature of the sky, said to hide behind any massive weather condition, using it's cover to veil itself from sight. Tales of this creature are ancient, and details to its appearance have mainly been lost in translation. What is remembered is that it was a being at least 300 feet long with 10 appendages possessing razor sharp claws. While the monsters description is fearsome, it is considered benevolent and free of malice.
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.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
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3/13/2021 3:46:30 AM
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11
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1
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5e
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Coming Soon
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