Large Aberration (Merfolk), Lawful Evil
Armor Class 20 (natural armor + 2 necklace)
Hit Points 622 (25d20 + 360)
Speed 20 ft., Swim 60 ft.
STR
30 (+10)
DEX
11 (+0)
CON
23 (+6)
INT
22 (+6)
WIS
17 (+3)
CHA
25 (+7)
Saving Throws STR +18, DEX +8, CON +14, CHA +15
Skills Animal Handling +23, Arcana +22, Deception +23, Medicine +8, Performance +23, Persuasion +15
Damage Vulnerabilities Piercing from Magic Weapons Wielded by Good Creatures
Damage Resistances Cold, Force
Damage Immunities Acid, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Blinded, Frightened, Poisoned
Senses Blindsight 300 ft., Truesight 30 ft., Passive Perception 14
Languages Abyssal, Aquan, Common, Deep Speech, Primordial, Telepathy 120 ft.
Challenge 25 (75,000 XP)
Proficiency Bonus +8
Traits

Legendary Resistance (3/Day). If Ursula fails a saving throw, it can choose to succeed instead.

Amphibious. Ursula can breathe air and water.

Freedom of Movement. Ursula ignores difficult terrain, and magical effects can't reduce its speed or cause her to be restrained. She can spend 5 feet of movement to escape from nonmagical restraints or being grappled.

The Necklace of Nautilus. The symbol of Ursula's power and the mark all of those under her packs bear somewhere on their person. The necklace acts as Ursula's spellcasting focus. It grants her a +2 to her Spell Attack, Spell DC, and AC. Additionally, when a character is affected by a status effect by one of Ursula's spells she may choose to make that effect permanent. The affected character no longer receives saving throws to end the effect and nothing short of a Heal or a greater spell will end the condition on them until the Necklace is destroyed or releases the effect. The Nautilus necklace glows brightly while it is holding this effect in place and may only hold one at a time and it may only affect one creature even if the spell cast affected multiple creatures at once. 

 Master Orator. Ursula is known as the Sea Witch a being of terrifying might, yet there are still many who flock to her call despite the many warnings of others. Ursula has 7 Bardic inspiration (d12), and cannot roll below a 10 for her Charisma Rolls or Saves.

Actions

Multiattack. Ursula makes three tentacle attacks may, each of which it can replace with one use of Fling. She may also cast one spell in addition to these attacks.

Cast a Spell. Spell Atack: +17, Spell DC 25: Ursula May cast a spell from the Bard Spell list. She acts as a 20th-level Bard in terms of spell slots available to her.

Tentacle. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 20 (3d6 + 10) bludgeoning damage, and the target is grappled (escape DC 18). Until this grapple ends, the target is restrained. Ursula has six tentacles, each of which can grapple one target.

Fling. One Large or smaller object held or creature grappled by Ursula is thrown up to 60 feet in a random direction and knocked prone. If a thrown target strikes a solid surface, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 18 Dexterity saving throw or take the same damage and be knocked prone.

Lightning Storm. Ursula magically creates three bolts of lightning, each of which can strike a target Ursula can see within 120 feet of it. A target must make a DC 25 Dexterity saving throw, taking 28 (8d6) lightning damage on a failed save, or half as much damage on a successful one. If they fail they must also make a DC 25 Constitution saving throw or become stunned until the end of their next turn.

Bonus Actions

 Unsettling Word. Ursula can spin words laced with magic that unsettle a creature and cause it to doubt itself. As a bonus action, she can expend one use of her Bardic Inspiration and choose one creature you can see within 60 feet of you. Roll the Bardic Inspiration die. The creature must subtract the number rolled from the next saving throw it makes before the start of her next turn.

Legendary Actions

Ursula can take 5 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. Ursula regains spent legendary actions at the start of its turn.

Cast Lesser Spell. (Costs 2 Actions): Ursula Casts a spell with a casting time of 1 action or 1 bonus action. The Spell can be of a level no greater than 5th Level.

Tentacle Attack or Fling. Ursula makes one tentacle attack or uses its Fling.

Lightning Storm (Costs 2 Actions). Ursula uses Lightning Storm.

Ink Cloud (Costs 3 Actions). While underwater, Ursula expels an ink cloud in a 60-foot radius. The cloud spreads around corners, and that area is heavily obscured to creatures other than Ursula. Each creature other than Ursual that ends its turn there must succeed on a DC 23 Constitution saving throw, taking 39 (6d12) poison damage on a failed save, or half as much damage on a successful one. A strong current disperses the cloud, which otherwise disappears at the end of Ursula's next turn.

Lair and Lair Actions

Ursula's Lair

Ursula usually makes her lair in subterranean lakes or the rocky depths of the ocean, often surrounded by the ruins of an ancient, fallen city. She spends most of her existence underwater, surfacing occasionally to meet with visitors or deranged worshipers.

Lair Actions

On initiative count 20 (losing initiative ties), Ursula takes a lair action to cause one of the following magical effects:

  • A strong current moves through the lair. Each creature within 60 feet of Ursula must succeed on a DC 23 Strength saving throw or be pushed up to 60 feet away from her. On a success, the creature is pushed 10 feet away from Ursula.
  • Creatures in the water within 120 feet of the Ursula have vulnerability to lightning damage until initiative count 20 on the next round. This also applies to Ursula herself.
  • Psychic Drain. One creature charmed by Ursula takes 44 (8d10) psychic damage, and Ursula regains hit points equal to the damage the creature takes.

Regional Effects

The region containing Ursula's Lair is warped by the her blasphemous presence, creating the following magical effects:

  • She can alter the weather at will in a 6-mile radius centered on its lair. The effect is identical to the control weather spell.
  • Water elementals coalesce within 6 miles of the lair. These elementals can’t leave the water and have Intelligence and Charisma scores of 1 (−5).
  • Aquatic creatures within 6 miles of the lair that have an Intelligence score of 2 or lower are charmed by Ursula and aggressive toward intruders in the area.
  • Underground surfaces within 1 mile of Ursula's lair are slimy and wet and are difficult terrain.
  • As an action, Ursula can create an illusory image of herself within 1 mile of the lair. The copy can appear at any location Ursula has seen before or in any location, a creature charmed by Ursual can currently see. Once created, the image lasts for as long as Ursula maintains concentration, as if concentrating on a spell. Although the image is intangible, it looks, sounds, and can move as she wills. The illusory Ursula can sense, speak, and use telepathy as if the true Ursula was present at that position. If the image takes any damage, it disappears.

When the Ursula dies, all of these regional effects fade immediately.

Habitat: Underwater

HimboWitch

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