Walks In Darkness. Ungoliant can use her movement to instantly appear at any location in darkness.
Freedom of Movement. Ungoliant 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.
Siege Monster. Ungoliant deals double damage to objects and structures.
From the Primordial Dark. Ungoliant is a creature of the primordial void. She cannot be seen in the dark with Darkvision. all bright light within 200' of Ungoliant is reduced by half. dim light is extinguished.
Multiattack. Ungoliant can make four bash or stab attacks, or one Bite & Poison attack.
Bite. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: (3d8 + 7) piercing damage.
Poison. IF Bitten A target must make a DC 23 Constitution saving throw, taking (12d6) poison damage on a failed save, or half as much damage on a successful one.
Bash. Melee Weapon Attack: +15 to hit, reach 20 ft., one target. Hit: (3d6 + 7) bludgeoning damage. Ungoliant has eight Legs, each of which can Bash one target.
Stab. Melee Weapon Attack: +15 to hit, reach 20 ft., one target. Hit: 20 (3d6 + 7) peircing damage. Ungoliant has eight Legs, each of which can pierce one target.
Unlight. Ungoliant magically creates three bolts of Darkness, each of which can strike a target Ungoliant can see within 120 feet of it. A target must make a DC 23 Dexterity saving throw, taking 22 (4d10) necrotic damage on a failed save, or half as much damage on a successful one.
Ungoliant 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 kraken regains spent legendary actions at the start of its turn.
Bash or Stab(cost 1 Action). Ungoliant makes one attack of either Bash or Stab.
Unlight (Costs 3 Actions). Ungoliant cast Unlight.
Web Sense (Costs 1 Actions). Ungoliant can Make a Wisdom (Perception) Check.
Lair and Lair Actions
the Lair of Ungoliant
Ungoliant lives deep in forgotten valleys of broken rock
Lair Actions
On initiative count 20 (losing initiative ties), Ungoliant takes a lair action to cause one of the following magical effects:
- A strong Tremor moves through Ungoliant's lair. Each creature within 60 feet of Ungoliant must succeed on a DC 23 Strength saving throw or be caught in the ever-present dark webs. The creature must make a DC 20 Strength check(action) to free themselves from the webs, an ally can pull them free with an action.
- Creatures in the water within 60 feet of the kraken have vulnerability to lightning damage until initiative count 20 on the next round.
- The water in the kraken’s lair becomes electrically charged. All creatures within 120 feet of the kraken must succeed on a DC 23 Constitution saving throw, taking 10 (3d6) lightning damage on a failed save, or half as much damage on a successful one.
Regional Effects
The region containing Ungoliant's lair is warped by the creature’s blasphemous presence, creating the following magical effects:
- Ungoliant can alter the weather at will in a 6-mile radius centered on its lair. The effect is identical to the control weather spell.
- Giant Spiders coalesce within 6 miles of the lair. These spiders can’t leave the area. Ungoliant can see and hear through their eyes.
- Lammoth. louds sounds echo with a fiendish voice.
- the realm of ungoliant is covered in dark ethereal webs,
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Posted Mar 24, 2022for anyone who finds this, I started with the Kraken stat block. Picture is from lotr.fandom.com/wiki/Ungoliant. currently version 0.1, just an evening messing around