Gargantuan Monstrosity, Neutral Evil
Armor Class 40 Natural
Hit Points 15000 (20d20 + 300)
Speed 50 ft., If the monster walks more than half its walking speed in one turn it must succeed a DC22 dexterity save or the ground shakes violently. All creatures within 1 mile must succeed a DC26 dexterity save or be knocked prone , Swim 20 ft. Amgree doesn't swim she insteads walks along the ocean floor, Climb 40 ft., Burrow 20 ft., Fly 80 ft.
STR
30 (+10)
DEX
30 (+10)
CON
30 (+10)
INT
30 (+10)
WIS
30 (+10)
CHA
30 (+10)
Saving Throws STR +19, WIS +19
Skills History +20, Intimidation +20
Damage Immunities Acid, Cold, Fire, Lightning, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Adamantine or Silvered
Condition Immunities Charmed, Frightened, Poisoned, Stunned
Senses Blindsight Within her lair, Darkvision 80ft, Tremorsense 2 miles around her lair, Truesight Within her lair, Passive Perception 30
Languages Abyssal, Auran, Deep Speech, Draconic, Primordial
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

Ability scores- All ability scores are actually 35

Strange God- The beast has the base power of a demigod but has the importance (portfolio) of a greater God. Many people in the realm call her a half-god. Others call her a double god.

God of firsts- Amgree is the only known god to have an avatar on both sides of the spectrum. She is also the only god to have her avatar remain alive after her soul was destroyed. 

Double emotions and a dead soul- The soul/ celestial essence of the beast has long since been destroyed. She feel back into her slumber millennia ago awaiting the perfect opponent to face in her final stand. Before her soul moved to the waiting graveyard of the gods, she had 2 final avatars. Both followed her evil ways, until her soul died and one decided to join the lawful good gods. It is believed, not certain, that when the beast awakens for her final bout, both avatars will return  to her. The avatars are constantly at war with each other. 

  • Good avatar- Ruler over the 5th celestial mountain in heaven. God of celestial progression and God of power inheritance
  • Evil avatar- Rules a layer of the abyss parallel to Baphomet's. The 2 are constantly at war. God of  undeath. 

Web sense/ Web walking- Amgree can sense any creature on webs she created and ignores restraints of walking on webs.

Elemental Order- Amgree can choose to enter a elemental form at the start of its turn. It loses all other actions and can only make attacks of that element form. It can only do this once every other turn and cant turn into the same elemental twice in a row. 

Siege monster- Deals quadruple damage to buildings and structures 

Blood Frenzy- Amgree can sense all creatures within a 10 mile radius that are below ½ hp.

Wave cause- Amgree can not swim but instead walks along the ocean floor causing HUGe waves to form.

Regeneration- Amgree gains 150hp at the start of each turn, this is due to the healing properties of his blood. Players can fill 1d6 vials of normal health potion from Amgree's blood splatters.

Celestial weakness- Amgree can be put to sleep by playing a series of notes from a dragon bone lyre. Made from gold dragon bone.

Power attacks- When Amgree makes an attack on a target with an ac of 22 or lower the attack automatically hits. 

No movement invis- If the beast doesnt move at all for 3  rounds it turns invisiable. Creatures that can see the beast when it goes invisible must succeed a dc22 wis save or have disadvantage on attacks against the beast.

Magical Resistance- Amgree is resistant to spells 6th level or lower and immune to spells 3rd level or lower. Amgree also stops magic from being used within 10ft of itself. Immune to hold monster and any spell that would alter its appearance.

Blood lust- Amgree gains hp by killing creatures related to the size of the creature. Tiny: 1d4. Small: 2d6. Medium: 2d8. Large: 5d10. Huge: 3d20. Gargantuan: 5d20. Titanic: 10d20. Colossal: 500.

Fire absorption: If an attack deals over 80 fire damage Amgree gains hit points equal to half the final damage dealt. (Ex. If a player makes an attack dealing 200 fire damage, Amgree gains [200-80]/2, regaining 60hp.

Godly life- After Amgree dies it comes back with 1d4x1000 less hp, maximum of 5 times. When Amgree dies the final time its body explodes dealing 15d12 damage to all creatures within 100ft flinging them back 30ft and knocking them prone. When it dies the final time its physical body is destroyed but its soul essence is transported back to its dream plane.

Many eyes- Amgree relies on its 8 eyestalks for a 360 degree view. If the stalks are cut off Amgree loses sections of its vision.

Gravity Drinker- Gravity within 40ft of Amgree is stronger. The speed of characters is reduced by 10ft and has disadvantages on athletics and acrobatics skill checks. And dexterity saving throws. 

Cauterized Wounds- If Amgree loses its main head 2 more grow in its place after 1d6 rounds. The head must be destroyed with fire damage to stop this from happening. Does not apply to extra grown heads(Head growth action). Amgree can function without its head although it loses all related attacks and the ability to cast magic.

Crushing size- If Amgree enters the space of a creature that is of large or bigger size they are restrained with a DC33 escape. Takes 15d10 on failed escape

Colossal size- The beast has disadvantage on acrobatics checks and dexterity saves. Any other creature making an attack against the beast has advantage on the attack.

Ethereal Origins- Amgree can harm ethereal creatures as though they were material.

Frightful presence- When a creature sees Amgree for the first time it must succeed a DC24 wisdom save or be frightened for 5 minute. The frightened creature(s) can repeat the saving throw at the end of each turn with disadvantage if Amgree is in line of sight. If the saving throw is successful or the effect ends the creature is immune to the frightful presence for 24 hours. 

Home turf advantage- Amgree always goes first in initiative when fighting in its layer.

Multiple Forms- Amgree can polymorph into a humanoid figure or a cr15 beast or less. It can also turn into a gas cloud or a shadow.

Last stand- When Amgree drops below 2000 health it enters a rage. Doubling all damage with strength related weapons. Advantage on strength related checks and saving throws. +100 temporary hit points but -5 to ac. 

You need a bath- Amgree is extremely dirty. Therefore, it is constantly followed by 2 insect swarms. The swarms act on initiative count 5.

Controlling beast- The overseers of the planet recognize Amgree for its power. They pay Amgree handsomely in return for his word that he leaves the planet alone. Thus, Amgree has gained a large wealth. 

Blood inheritance- When a beast kills a ancient or older dragon it gains traits of that dragon. This includes immunities, resistances, and breath weapon. As the immunities are gained after birth they are not 100%. Amgree has gained the following breath weapons:

  • Cold Breath(White Dragon)- 90 foot cone. DC25 con save or 16d8 cold damage. Half damage on successful save. 
  • Acid Breath(Black dragon)- 90 foot by 10 foot line. DC25 dex save or take 15d8 acid damage. Half on successful save.
  • Lightning breath(Blue dragon)- 120 foot by 10 foot line. DC26 or take 16d10 lightning damage. Half as much on successful save.
  • Poison Breath(Green dragon)- 90 foot cone. DC25 Con save or take 22d6 poison damage. Half as much on successful save.

Spellcasting. Amgree is a high-level spellcaster. Its spellcasting ability is Charisma (spell save DC 34, +25 to hit with spell attacks). Amgree has following sorcerer spells prepared: All geomancy spells;

Cantrips (at will): mage hand, fire bolt, ray of frost, acid splash, poison spray, lightning lure, ALL

1st level (at will): chromatic orb, shield, darkness, ALL

2nd level (at will): Invisibility, shadow blade, ALL

3rd level (at will): counterspell, dispel magic, ALL

4th level (5 slots): greater invisibility 

5th level (5 slots): enervation, hold monster, teleportation circle

6th level (5 slot): disintegrate, globe of invulnerability 

7th level (5 slot): plane shift, teleport

8th level (4 slot): dominate monster

9th level (3 slot): wish, time stop, meteor swarm

Actions

Pincers- 6d10 + 5 piercing damage

Horns- 8d10+10 piercing damage 

Claws- 6d6 + 10 slashing damage. Plus 5d6 poison damage at the start of each turn until the wound is treated 

Jump- The beast jumps. This can only be done one per long rest. The ground within 20ft of the beast becomes difficult terrain. DC20 dex save for all creatures within 30ft or be knocked prone.

Bite- 7d10 + 10 and 7d6 fire damage

Stingers- 5d4 + 3. Make a DC16 con save or take 7d8 poison damage. Half as much on successful save

Quills- Can be launched from a body up to 10ft. Amgree has 50 quills on its body and launches 5 on each ranged attack. Can use a bonus action to regenerate lost quills. 7d6 piercing damage. 1d4 of the quills used are considered poison needles and treated as such

Spit- Amgree spits with a range of 10ft. It deals 3d8 damage if it hits a creature. DC17 dex save to evade. If it hits the floor it makes a 5' by 5' splotch of acid that sinks 5' into the ground at the start of every turn.

Tail- 7d8 + 8 bludgeoning damage. DM Choice: The targeted player must succeed a DC28 str save or be flung

back and knocked prone. Be knocked back but remain standing on successful save. OR, a DC27 Dex save or be grappled.

Tusks- 8d8 + 6 piercing damage.

Trunk- 7d8 bludgeoning damage.

Tentacles- DC29 Dex save or be grappled.

Breath weapons- Fire breath: 90ft. cone. DC26 dex saves or takes 63 fire damage. Half as much on successful saves.

Hypnotic pattern- Amgree locks eyes with a creature. The targeted creature is charmed for 3 minute unless it succeeds on a DC25 wis save. 

Planar Bender- The dragon teleports itself and any creatures it can see to its dream plane. It takes 1 one rotation to take effect, if Amgree takes 500 damage within that turn rotation the effect is canceled and can't be used until after a short rest. When Amgree takes 500 damage in the dream plane everything it teleported there returns to the material plane. Amgree takes half damage in its dream plane and regains one half the damage dealt after the reduction.

Web shoot- The creature shoots out a web at a creature. The creature is restrained. DC 17 strength save to escape. The web has 15hp.

Stink Bug- Amgree lets out a huge cloud of stink gas. All creatures within 20ft have disadvantage on all attack rolls.

Thunder step- The creature walks upward half its climbing speed. Invisible stairs form under each foot as it lands. The stairs last until the next turn. DC25 wis check to be able to follow the steps upwards.

Spacial tear- Instead of a large hole a small tear 5ft long opens up to a plane of its choice.


Planar call- Amgree calls for 5 creatures to come forth from the selected plane. 

Force blast- A creature within sight, must be dead, explodes in a shower of dust. Must be done before the body is collected by the cadaver collectors. The body can no longer be revived.

Absorb flesh- Amgree absorbs an unconscious body gaining +5 to its ac in that area. Deal 100 damage in that area to release the body. Death rolls do not need to be completed when absorbed.

 

Bonus Actions

Amgree can take one bonus action per turn.

Invis wall- The creature creates an invisible wall behind a creature after making an attack that involves the creature getting flung back. The creature takes 10d6 bludgeoning damage.

Roll- Amgree can roll to regain lost legendary actions.

Cantrip- Amgree casts a cantrip

Call support- Amgree calls 5 imps to fight alongside it. The imps protect Amgree, +5 to ac. If the damage dealt is over 20 the imp takes the damage -20. 

Reactions

Enraged move-  If Amgree takes 50 or more damage in a turn it automatically moves 10ft. towards the person that dealt the damage.

Healing death- If a player heals a downed player back to life within sight of Amree, Amgree moves 20ft towards the healer and will target them for 1d4 rounds.

Eyesight (Must be specified at the end of turn)- Amgree keeps line of sight on a creature of his choice.

Ink Smoke- when Amgree drops below 1/4 hp it jets out a cloud of black smoke, blinding all creatures within 30ft until its next turn. Uses the disengage action.

Protect the lord- If Amgree takes 350 damage in a turn rotation a young red dragon is summoned.

Legendary Actions

Legendary actions (Max 5 actions, regains lost actions by rolling a 15-20 on d20. Use bonus action to roll)

Wing attack- Amgree beats its wings flinging any creatures within 20, feet ten feet back. They receive 45 damage and are knocked prone .

Head growth- Amgree grows another head identical to the original head. It gains a second attack on any of the following actions. Bite, tusks, trunk, breath or horn. Each replica head can concentrate on a spell of 5th level or lower. It is impossible to tell the difference between the replicas and the original.

Seize Mind- Amgree takes over the mind of any creature it can see. Amgree must remain in eyeline of the target. Creature must succeed DC26 charisma check. Undead with charisma below 16 are automatically seized.If a creature is seized for more than 4 rounds it turns to stone. Only a wish spell can reverse this effect.

Oxygen Drinker- Amgree sucks in all oxygen within 10ft. Any creature in this range suffocates in 3 turns. If Amgree takes 100 damage the effect ends. The creature can not use any attack dealing with its head nor can it move while it holds oxygen. Disadvantage on all attacks after 1 turn without oxygen.

Move- The creature moves up to half its speed. This action negates the need to make a dexterity saving throw.

Shockwave- Amgree stomps its foot and lets out a 50ft shockwave dealing 10d6 force damage. DC20 dex save or be knocked prone

Reanimation (4 actions)- Amgree rolls a d20. Amgree then summons 15 skeletons to fight alongside it. However, on a 17, 18, or 19, it also summons 5 bone devils. And on a 20, it summons 7 bone devils, 25 skeletons, & a pit fiend. This action can't be used if creatures from the previous set are still alive. (Ex. this action can't be used if one of the bone devils is still alive.)

Mythic Actions

Each mythic action can be used once per long rest unless otherwise labeled.

Fuse (3 actions)- If both of the remaining beasts are in battle they can fuse together. Doubling all damage. Their heads remain separate. They lose their flight speed even though the body still has wings. They become a colossal plus creature.

 

Plane bomb (2 actions)- Both beasts simultaneously use their breath weapons. The combined power opens a whole about 20ft wide to a plane of their choice. Use 1 action to widen the hole by 5ft.

 

Frenzy (3 actions)- Amgree enters a frantic rage. Gains expertise on all strength related rolls. RESISTANCE to all attacks. All damage is quadrupled. Gains 100 temporary hit points. Damage taken is halved. +1 action. Lasts 1 turn rotation, or if Amgree loses 200 hit points. 

 

That's not stuffed (2/day, 2 actions)- Amgree causes one of its extra heads to disappear from its body and appear on a wall it can see. It can make bite attacks within 10ft. of itself. 

Description

A colossal titan larger than even ancient dragons, the beast stands well over 100 feet tall, and 80 feet long with a wingspan of 150ft. The beast has 4 large legs, 2 in front and two in back. He also has 4 tentacles on either side of his body. Her head has a large trunk adorned with tusks. 8 eyes slither around his body giving him a 360 degree view. Amgree is missing limbs in places from battles long since over. 

 

 

Lair and Lair Actions

The avatar of Amgree in my campaign is the evil version, the lair is a desolate and corrupted. Amgree resides on a large island within the fog. The island on which her lair is, is also home to a volcano. If anyone were to investigate the island they would assume it wasn't natural. It sits centered on the 42nd parallel latitude and 27th longitude. and the Mefstead fault runs through the island. Large skeletons are scattered around the island of beasts that contested Amgree's rein. The main part of the lair resides in a valley with mine shafts running up the opposing mountain sides. A large tower sits at one end of the valley. The stoned statues of creatures caught in her gaze dot the valley. Her lair contains portals to her layer of her abyss and a portal to the first level of the underworld.

Lair Actions

On initiative count 20 (losing initiative ties), Amgree takes a lair action to cause one of the following effects; Amgree can’t use the same effect two rounds in a row:

  • A rockslide of 5 medium boulders tumble down the mountainside 
  • A geyser of lava 5 feet wide and 20ft tall ejects from the ground at any place he can see
  • A large ring of fire circles any player she can see, 10ft away from the person
  • The portion of the trenches begins to flood
  • A strong wind tears through his valley 
  • The height of one of the outer floating islands changes by 15ft up or down.

Super Lair actions

  • 5 actions- one of the outer islands fall. It deals 10d8 in the 40’ x 40’ area it impacts the ground. 8d6 in a 15ft range around that. Becomes difficult terrain. DC24 dex save to move 20ft in this area. 
  • 10 actions- The large middle island falls. It deals 10d10 damage in the 80’ x 80’ area it impacts the ground. 8d8 in a 30ft range around that. Becomes difficult terrain. DC27 dex save to move 20ft.

Regional Effects

The region containing Amgree’s lair is warped by the presence of the god, which creates one or more of the following effects:

  • The area within 40 miles is more prone to earthquakes. 
  • Illusions of any kind form within 5 miles of her lair leading any beasts away from her home. 
  • Any dragons within 5 miles are drawn to her side
  • Fires made within 20 miles of the lair have a tendency to grow stronger, larger for longer
  • The tides are heavily affected by her pull
  • Amgree can affect the weather in her lair, she can choose wheter she wants a blinding snowstorm, blinding sunshine, or a heavy hurricane rolls in off the coast.

If Amgree dies, these effects fade over the course of 1d4 days.

Monster Tags: Titan

Habitat: MountainUnderdark

WarrenHammerthumb

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