Gargantuan Monstrosity (Titan), Neutral
Armor Class 23 (natural armor)
Hit Points 542 (25d20 + 300)
Speed 20 ft., swim 120 ft.
STR
20 (+5)
DEX
20 (+5)
CON
25 (+7)
INT
18 (+4)
WIS
18 (+4)
CHA
8 (-1)
Saving Throws STR +14, DEX +14
Damage Vulnerabilities Fire
Damage Immunities Acid, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Frightened, Paralyzed, Petrified, Poisoned, Prone
Senses Blindsight 120 ft., Tremorsense 120 ft, Passive Perception 16
Languages Aquan and any languages known by creatures in the same body of water as itself.
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

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

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

Camouflaged Scales. Any time the Abdolopulse is targeted by an attack by a hostile creature, the creature must succeed on a DC 12 Wisdom check or automatically fail the roll to hit.

Aquatic Disaster. Whenever the Abdolopulse moves while in water, it will cause large waves to form that pull all Huge or smaller creatures who fail a DC 18 Strength saving throw into the water with it.

Actions

Multiattack. The Abdolopulse can use its Toxic Breath. It then makes four attacks: one with its slam, one with its sting, and two with its gnaw. It can use its Bury instead of its slam attack.

Gnaw. Melee Weapon Attack: +20 to hit, reach 10 ft., one target. Hit: 35 (6d6 + 12) piercing damage. If the Abdolopulse hits the same creature with two gnaw attacks, the second attack has advantage on the damage rolls.

Slam. Melee Weapon Attack: +18 to hit, reach 20ft., one target. Hit: 26 (5d6 + 10) bludgeoning damage.

Sting. Melee Weapon Attack: +16 to hit, reach 30ft., one target. Hit: 20 (3d8 + 10) piercing damage and 25 (6d4 +15) poison damage. If the target is a creature, it must succeed on a DC 16 Constitution saving throw or be paralyzed.

Hypnotic Pattern. The abdolopulse rapidly changes the colors of its scales hypnotizing those who directly view the creature and making them charmed unless they succeed a DC 16 Wisdom saving throw.

Toxic Breath. Each creature within 60 feet of the abdolopulse and must succeed on a DC 20 Constitution saving throw or become poisoned for 1d4 minute(s). A creature can repeat the saving throw at the end of each of its turns, with disadvantage if the Abdolopulse is still within 60 feet, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature gains advantage against the abdolopulse's Toxic Breath for the next 24 hours.

Bury. The Abdolopulse makes one slam attack against a creature of their choice that's underwater alongside it. If the attack hits, the target takes the slam's damage then the is buried in the seafloor rendering them restrained. After being buried the buried creature can make a DC 15 Strength check. breaking free on a success and losing the restrained condition.

If a friendly creature is within 5 feet of a buried creature, they have the opportunity to give the creature advantage on their next strength check as well as reducing the DC of the check to a 12.

Legendary Actions

The abdolopulse 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 abdolopulse regains spent legendary actions at the start of its turn.

Attack. The abdolopulse makes one sting attack or gnaw attack.

Move. The abdolopulse rises or descends a distance equal to half its speed.

Crush (Costs 2 Actions). The abdolopulse makes one slam attack or uses its Bury.

Description

The legendary abdolopulse controls the sea just as its brother the tarrasque rules the land and just as its sibling, it is a entity possessing great power. Many believe that it's just a myth due to its highly anti-social nature and limited interaction with most land dwelling species but experiences sailors will normally have some sort of story about the monstrosity's great power.

Greatly resembling the spotted eagle ray, the abdolopulse is shaped similarly to an oval being fifty feet long, twenty feet wide, and ten feet thick and having two wing-like fins that it uses to propel itself forward. It has a white underbelly and a dotted back which it can change the color of at will, it lacks eyes but has a large mouth on the front of its underbelly with teeth capable of crushing even the hardest shells. Fortunately for those who travel the sea, this titan of a fish is very passive often only attacking when in a feeding frenzy or provoked.

Guardian of the Seas. The abdolopulse is a guardian at heart and by nature often fending off large fishing groups or bloodthirsty adventurers. This has resulted in most of the conflicts between the land dwelling species and the abdolopulse with the creature not willing to have those it protects harmed in any way.

Lair and Lair Actions

Lair and Lair Actions

The term Guardian of the Seas is much more expansive than it seems as the Abdolopulse guards the Pool of a Thousand Worlds, a massive lake with a portal situated at the bottom that was created when a group of Wizards cast the Create Water spell and Gate spell in mass, creating a whirlpool that acted as a portal to countless relms. The Abdolopulse now acts as a guardian of the portal, utilizing its control over water and immense power to keep the portal under control and prevent others from using it, although, if necessary, the Abdolopulse will use it to send away any intruder to infringe on its territory.

Lair Actions

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

  • All enemies within 240 ft. of the Abdolopulse must make a DC 21 STR saving throw, or be pulled into the water.
  • Giant waves are launched outwards from the Abdolopulse. All creatures (except the Abdolopulse), within 90 ft. of the Abdolopulse must make a DC 25 DEX saving throw, or take 52 (8d10) points of bludgoning damage and be knocked back 20 ft., being knocked prone if they are knocked into a wall, taking half damage and not being knocked back on a success.
  • The Abdolopulse is able to control the portal at the bottom of its lake. It targets one creature within its cave. The targeted creature must make a DC 27 Charisma saving throw or be teleported to a random relm. On a successful save, the creature is still teleported but only a 2d12 ft. away from where they were standing.

Regional Effects

The region containing the Pool of a Thousand Worlds is imbued with its multidimensional instability, which creates one or more of the following effects:

  • The sheer dimensional instability of the cave that contains the pool and the surrounding area prevents any sort of teleportation magic including teleporting in or out of the cave.
  • Sometimes creatures from other realms may be randomly teleported into the cave such as celestials, demons, or fey.
  • Creatures with a swim speed have a +2 to their AC while in the Pool of a Thousand Worlds including the Abdolopulse.

If the Abdolopulse dies, these effects end instantly and the portal at the bottom of the Abdolopulse's lake will rapidly grow, swallowing up any creature unable to escape the cave in 1 minute, either sending them to a random relm or dealing 100d4 force damage, completely crushing them in they die, dealing an additional 100d4 force damage for every minute they remain in the expanding portal.

Previous Versions

Name Date Modified Views Adds Version Actions
7/18/2022 8:24:23 PM
135
15
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Coming Soon

Monster Tags: Titan

Habitat: Underwater

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