Gargantuan Celestial, Lawful Neutral
Armor Class 24 Natural Armor
Hit Points 380 (50d10 + 5)
Speed 30 ft., burrow 30 ft., swim 30 ft.
STR
30 (+10)
DEX
18 (+4)
CON
20 (+5)
INT
30 (+10)
WIS
30 (+10)
CHA
26 (+8)
Saving Throws STR +19, CON +14, INT +19
Skills Insight +19, Intimidation +17, Perception +19, Stealth +13
Damage Resistances Force, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Acid, Cold, Fire, Lightning, Necrotic, Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Blinded, Charmed, Petrified, Stunned, Unconscious
Senses Truesight Normal Sight Range, Passive Perception 26
Languages All Speaks and Reads all It can speak and read all languages,
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

True Sight. As far as this creature can see it can see perfectly fine through all Magical darkness, obscurations and invisibility.

Elemental Master. when this creature is hit by an attack or spell that deals, fire, cold, lightning, thunder, acid or necrotic damage it absorbs half the damage and regains it as hitpoints restored. Also The Wulf ignores immunity to all of the damage types listed. 

True Hearing. The Wulf detects when it hears a lie. 

Spellcasting. The Wulf is a 20th-level spellcaster. Its spellcasting ability is wisdom (spell save DC 29, +19 to hit with spell attacks). The Wulf has following spells prepared:
at will: Fireball, Lightning Bolt, Ice Storm, Cone of cold, Chain Lightning, Fire Storm, Vitriolic Sphere, Disintegrate, Plane Shift, Teleport.

once per day- Gate. 

Actions

Multiattack. The Wulf can make 2 claw attacks, 1 throw attack or impale attack, and 1 bite attack. Or the Wulf can cast a spell and make a single attack. or make a Triumphant Tsunami Attack.

Claw Attack. Claw: +19 to hit, reach 15 ft. Hit: 4d8+10 Slashing damage. If the target is large or smaller it is grappled and can escape with a dc 26 check.  

Bite Attack. Bite: +19 to hit, Reach 5ft. 4d6+10 piercing damage. 

Impale. target must make a DC 29 dexterity saving throw. If a target is grappled the Wulf can impale up to two creatures on its back Spike. dealing 8d10 +10 piercing damage and incapacitating the target. 

Throw Attack. Throw. If a target is grappled in the claws of the Wulf it can hurl it at another creature within 100ft. +19 to hit. If the attack hits the target it splits the damage. dealing 1d10 damage per 10 ft. thrown. if the attack misses. the grappled creature takes the full damage. 

Triumphant Tsunami. 

Recharge on a 5-6. A massive tsunami bursts out of Wulfrine. in a 250 ft. radius. 30 ft. tall waves expand and rapidly fly out of the elemental master. All creatures in the effected range must make a DC 29 Strength Saving throw. On a failed save The target takes 20d6 bludgeoning damage and is pushed to the edge of the 250 ft. radius. and knocked prone. on a successful save the target takes half damage and is not moved. 

Reactions

Planar Blur.  the Wulf can as a reaction cause it to take no damage against a single attack, as its body slightly shifts between planes. 

Legendary Actions

This creature has 4 Legendary Actions. and 3 legendary Resistances.

Spell Cast. 2 legendary actions. the Wulf can cast any of its spells

Attack 1 legendary action. The Wulf can make a Bite, Claw, or Throw Attack.

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

Wulf's are large bipedal creatures that stand 30 feet tall. They are covered in black fur. with purple eyes that seem to glow. Two ivory spikes protrude from its back forming pauldrons of white. Their muscles can be seen through the coating of black fur and their presence can only be tolerated on Alterra in the most Extreme circumstances. Created in the first year of the 100 years war. Wulf's were created to stop the devastating army of the Betrayer gods. On their home plane of Wulfenhiem the Five Wulfs. Each a master of their own element. Fire, Water, Earth, Air, and Shadow. The 5 elemental masters set about destroying the chaotic army of the Betrayers. Cause the elemental Planes to tremble at the sight of them and the demons of Loki to fear the very mention of their names. It took the Wulfs 100 years to cleanse the multiverse of Alterra. and when their deed was done they retreated to Wulfenhiem to take up their new task their creator gave them. 

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
5/2/2021 10:30:31 PM
3
1
5e
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5/2/2021 10:35:43 PM
2
1
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5/2/2021 10:41:59 PM
5
1
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5/2/2021 10:47:14 PM
6
1
5e
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Monster Tags: Misc CreatureElemental

GaisLunaInvictus

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