Medium Aberration, Chaotic Evil
Armor Class 16 (natural)
Hit Points 194 (30d8 + 60)
Speed 30 ft., Fly 40 ft., Swim 40 ft.
STR
15 (+2)
DEX
15 (+2)
CON
16 (+3)
INT
22 (+6)
WIS
14 (+2)
CHA
18 (+4)
Saving Throws DEX +7, CON +8, INT +11, WIS +7
Skills Arcana +10, Investigation +8
Damage Resistances Bludgeoning, Cold
Damage Immunities Poison
Condition Immunities Blinded, Charmed, Deafened, Frightened, Poisoned, Stunned
Senses Darkvision 120 ft., Passive Perception 17
Languages sonar(telepathy) 1,000 ft.
Challenge 13 (10,000 XP)
Proficiency Bonus +5
Traits

Ancient´s Sight. Magical darkness doesn’t impede the Batrachi’s darkvision.

Innate Spellcasting. The Batrachi’s innate spellcasting ability is Intelligence (spell save 18, +10 to hit with spell attacks). The Batrachi can innately cast the following spells, requiring no material components:

At will: charm person, command,hold person,create or destroy water,misty step, alter selfdetect magic

3/day each: dominate person, Arms of Hadartidal wave, storm sphere,maelstrom dimension door

2/day each: call lightning , Control Weather,Tsunami holy weapon,contingency

 Otherworldly Bless: All allies within 30ft of the High Priest can add 1d4 to all attack rolls and damage rolls.

Magic Resistance. The Batrachi has advantage on saving throws against spells and other magical effects.

Amphibious. The Batrachi can breathe air and water.

Standing Leap. The Batrachi's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start.

Creator Telepathy. The Batrachi can magically command any sea inhabitant with a CR rating under 10 within 120 feet of him, using a limited telepathy.

 

Actions

Multiattack. The Batrachi uses Ancient Mind. It also makes two attacks with its Ripping Claws.

Psychic Claws. Melee Spell Attack: +11 to hit, reach 5 ft., one target. Hit: 22 (4d10) psychic damage.

Ancient Mind. The Batrachi targets one or two creatures that it can see within 60 feet of it. Each target must succeed on a DC 18 Wisdom saving throw or take 26 (2d12) necrotic damage and be blinded and frightened until the start of the Batrachi’s next turn.

 

Bonus Actions

Dream of the Old Days The Batrachi dreams 1 min of the god old times and gets: You gain a bonus to any Constitution saving throw you make to maintain your Concentration on a spell. The bonus equals your Intelligence modifier +6

Legendary Actions

The Batrachi can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The Batrachi regains spent legendary actions at the start of its turn.

(1 Action)Move:
 The creature can move or levitate up to half of its speed.

(2 Actions)Attack: The creature makes an attack with its Psychic Claw.

(2 Actions)Creator's revivify: The High Priest can bring back a dead allie within 60ft on half of its maximal hitpoints.

Previous Versions

Name Date Modified Views Adds Version Actions
11/3/2021 12:30:34 PM
16
1
0.1
Coming Soon
3/16/2022 11:05:00 AM
16
1
0.2
Coming Soon

Monster Tags: aberration

tagrdan

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