Huge Aberration, Unaligned
Armor Class 20 Natural
Hit Points 700 (35d10)
Speed 40 ft.
STR
27 (+8)
DEX
18 (+4)
CON
17 (+3)
INT
12 (+1)
WIS
10 (+0)
CHA
22 (+6)
Saving Throws STR +17, CON +12, CHA +15
Damage Vulnerabilities Psychic
Damage Resistances Necrotic, Radiant
Senses Unknown Castor can always sense the presence of its twin Pollux, Passive Perception 17
Languages --
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

War Body. When hit with an attack that does over 50 damage, the fur on Castor's body glows deep red. Castor can now do more damage for the next 5 turns. How much more damage done from these attacks is (damage taken over 50 divided by 12 rounded up)d8. {Ex. 75 damage taken. 75/12= 6.25 rounds to 6. Castor can now do do 6d8 more damage per attack for 5 turns.}
This cannot stack. If more than 50 damage hits again, the War Body state is reset back to 5 turns and if more damage is done to Castor then what already set the War Body state, the amount of d6s increases to the set amount of damage.

Spellcasting. The Castor is a 9th-level spellcaster. Its spellcasting ability is 20 (spell save DC 15, +10 to hit with spell attacks). The Castor has following Bard and Sorcerer spells prepared:
1st level (10 slots): Ceremony, Gift of Alacrity, Heroism, Mage Armor, Sanctuary, Create or Destroy Water
2nd level (10 slots): Enhance Ability, Fortune's Favor, Warding Bond
3rd level (10 slots): Crusader's Mantle, Haste, Intellect Fortress, Motivational Speech, Protection from Energy, Remove Curse, Wall of Water
4th level (10 slots): Death Ward, Control Water, Watery Sphere
5th level (10 slots): Circle of Power, Hallow
9th level (3 slots): Foresight

Dou of Gods. If Pollux is in combat, both Castor and Pollux will not fight each other and see each other as allies. Castor and Pollux will also share initiative, Castor can will go first between them. When Castor attacks, Pollux will also attack with an attack this is the opposite. Ex. Castor uses Right Arm Attack, Pollux will use Left Arm Attack.

Tougher Scales. Directly in front, upper Right side, and mid right side of Pollux has an increased AC of +5. This part of it's skin is like armor and as hard as armor as well.

Actions

Multi Actions. Castor can take 3 actions.

Right Arm Attack. Melee Weapon Attack: +15 to hit, reach 15 ft., all targets in range on right side but not straight in front. Hit: 46 (7d6 + 7) slashing damage. Targets must make a Dexterity 13 DC saving throw or be knocked prone.

Left Arm Attack. Melee Weapon Attack: +14 to hit, reach 10 ft., all targets in range on left side but not straight in front. Hit: 30 (4d6 + 8) bludgeoning damage. Targets must make a Dexterity 15 DC saving throw or be knocked prone.

Hoof Stomp. Melee Weapon Attack: +13 to hit, reach 5 ft., 2 targets. Hit: 42 (6d6 + 8) bludgeoning damage. Targets must make a Dexterity 17 DC saving throw or be knocked prone.

Buck. Melee Weapon Attack: +10 to hit, reach 10 ft., 1 target. Hit: 42 (6d6 + 8) bludgeoning damage. Targets must make a Dexterity 18 DC saving throw or be pushed back 10ft. and knocked prone.

Water Breath. Ranged Attack: +15 to hit, range 5/100 ft., all targets in a straight line in only one direction and in the 10ft diameter of the beam. Hit: 52 (7d6 + 10) water damage. All terrain hit with the beam is now covered in chargeable water. If this water is hit with lightning damage, all those within the water, except Pollux but not Castor, takes 2d6 lightning damage. Anyone hit with the attack is drenched in Pseudo water for 3 turns.

Sudden Burst. Area Attack: 25 ft., all targets in an aura range of 25ft.. Hit: For every dice there are for the charged state, there is that multiplied by 2 d10 damage done force damage. {Ex. 6d8 damage, this does 12d10 damage.} Targets must make a DC 15 saving throw and on a success take half damage. Castor cannot become charged for 4 turns.

Propelling Blast. Melee Weapon Attack: +10 to hit, reach up 30 ft., all targets in range. Hit: 36 (5d6 + 8) bludgeoning damage. Castor propels itself up to 20ft.. All those in its path are targets. Targets must make a Dexterity 15 DC saving throw or be knocked prone. 

Bonus Actions

As a Bonus Action, Castor can heal by 20 hp when on a spot of 5ft of water of any kind is in it's size range or attack range.

Reactions

Opportunity Attack. Castor can do an opportunity attack

Legendary Actions

Uncharged, Castor can do 2 legendary actions. Charged Castor can do as many more actions as there are dice for electrical damage.

Boosted Spin (Costs 1 Action). Castor can change the direction it is facing right when someone attacks. 

Right Arm Attack (Costs 1 Action). Melee Weapon Attack: +15 to hit, reach 15 ft., all targets in range on right side but not straight in front. Hit: 46 (7d6 + 4) slashing damage. Targets must make a Dexterity 13 DC saving throw or be knocked prone.

Left Arm Attack (Costs 1 Action). Melee Weapon Attack: +14 to hit, reach 10 ft., all targets in range on left side but not straight in front. Hit: 30 (4d6 + 6) bludgeoning damage. Targets must make a Dexterity 15 DC saving throw or be knocked prone.

Hoof Stomp (Costs 1 Action). Melee Weapon Attack: +13 to hit, reach 5 ft., 2 targets. Hit: 42 (6d6 + 6) bludgeoning damage. Targets must make a Dexterity 17 DC saving throw or be knocked prone.

Buck (Costs 1 Action). Melee Weapon Attack: +10 to hit, reach 10 ft., 1 target. Hit: 42 (6d6 + 6) bludgeoning damage. Targets must make a Dexterity 18 DC saving throw or be pushed back 10ft. and knocked prone.

Propelling Blast (Costs 2 Actions). Melee Weapon Attack: +10 to hit, reach up 30 ft., all targets in range. Hit: 36 (5d6 + 6) bludgeoning damage. Castor propels itself up to 20 ft.. All those in its path are targets. Targets must make a Dexterity 15 DC saving throw or be knocked prone. 

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

Castor is a God Aberration in the Chaos Realm. Castor's twin is Pollux, both have a similar appearance but different abilities. Castor's Hydro element is Pseudo Hydro. These Pseudo Hydro water is not water but only acts incredibly similar to it. Pseudo water, if drunk can't quench thirst but increase it. Pseudo water does 3x more damage to beings weak to water but can't put fires completely out except Pseudo fire. Pseudo Hydro can be frozen for a short time but melts quicker than usual. Pseudo water is more conductive than water. Pseudo Lighting goes toward Pseudo Water when Pseudo Water is within 100 ft. of where it is intended to hit. Normal Lightning does that same but within 50 ft.. Pseudo Water can't reshape earth or Pseudo earth in anyway.

Castor has a resistance from Magical Weaponry, except piercing damage whether it be magical or not.

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.

Habitat: HillMountainUnderdarkUnderwaterUrban

Kidwicked802

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