Preternatural Resistance. The Uzollru has resistance to damage from attacks made without advantage.
Magic Resistance. The Uzollru has advantage on saving throws against spells and other magical effects.
Colossal Stature. A creature adjacent to the uzollru may use the entirety of its movement to attempt a DC 20 Strength (Athletics) check, climbing onto the Uzollru on a success. While climbing on the Uzollru, a creature has advantage on melee attacks against it.
Form of Madness. A creature that starts its turn within 120 ft. of the Uzollru must succeed on a DC 18 Wisdom saving throw or have its Intelligence, Wisdom, and Charisma scores be reduced to 1 until the beginning of its next turn, as it is staggered by the magnitude of its insignificance. A creature that succeeds on this saving throw becomes immune to this effect for 1 hour.
Implacable. If the Uzollru fails a saving throw, it can choose to succeed instead - if it does, it loses 25 hit points.
Multiattack. The Uzollru makes two melee attacks: one with its Seizing Claw, and one with its Crushing Claw.
Seizing Claw. Melee Weapon Attack: +12 to hit, reach 30 ft., one target. Hit: 29 (4d10+7) piercing damage, and the target is grappled by the Uzollru (escape DC 20), and is dragged up to 25 ft. towards it. A grappled creature takes 11 (2d10) bludgeoning damage at the start of each of its turns.
Crushing Claw. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 51 (8d10+7) piercing damage, and the target must succeed on a DC 20 Constitution saving throw or suffer disadvantage on attack rolls that use Strength until it finishes a Short or Long Rest.
Feeder Tendrils. One creature grappled by the Uzollru must succeed on a DC 19 Constitution saving throw or have its Constitution score be reduced by 11 (2d10), as the Uzollru's tendrils burrow into its body and inject digestive juices. If the target's Constitution score is reduced to 0 by this reduction, it dies. Otherwise, the reduction lasts until the target finishes a short or long rest.
The Uzollru can take 3 legendary actions, choosing from the options below. The Uzollru can only use one legendary action option at a time, and only at the end of another creature's turn. The Uzollru regains any spent legendary actions at the start of its turn.
Searing Gaze. One creature affected by the Uzollru's Form of Madness must succeed on a DC 18 Constitution saving throw, or be Stunned until the end of the Uzollru's next turn.
Angle Armor Plating. The Uzollru chooses a direction, and shifts its armor plating that way. The Uzollru gains a +5 bonus to AC against attacks made from that direction that are not made from a creature climbing on it - this bonus lasts until the start of the Uzollru's next turn.
Sudden Revelation (Costs 2 Actions). One creature that is immune to the Uzollru's Form of Madness must succeed on a DC 18 Wisdom saving throw, or be Frightened until the end of its next turn, and loses its immunity to the Uzollru's Form of Madness.
Description
The oceans and the Abyss are deep and vast, containing terrors yet unseen by the eyes of mortals. The mighty Uzollru is not the greatest of these terrors - it is preyed upon by creatures much, much larger... Not a comforting thought for those mad few who ply its waters.
Reminiscent of a massive centipede with a single, large, glowing eye on its front and wielding a pair of lobster-like claws, this beast makes its home in the deepest waters that grace the Material Plane, as well as places where the Material Plane intersects with the Abyss.
Primal Arcanophobia. Uzollru's have a primal fear of magic or abilities that are powerful enough to incapacitate them, and are liable to flee if they can be Stunned, Banished, or otherwise Incapacitated, even briefly.
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