Gargantuan Monstrosity (Titan), Neutral Evil
Armor Class 18 (natural armor)
Hit Points 472 (17d20 + 189)
Speed 160 ft.
STR
20 (+5)
DEX
15 (+2)
CON
16 (+3)
INT
19 (+4)
WIS
17 (+3)
CHA
18 (+4)
Skills Deception +5, Insight +4, Perception +4, Stealth +5
Damage Immunities Lightning; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Frightened
Senses Darkvision 60 ft., Truesight 120ft, Passive Perception 17
Languages Common
Challenge 23 (50,000 XP)
Proficiency Bonus +7
Traits

Petrifying Gaze. When a creature that can see the Calaś eyes starts its turn within 30 feet of the medusa, the medusa can force it to make a DC 14 Constitution saving throw if the medusa isn't incapacitated and can see the creature. If the saving throw fails by 5 or more, the creature is instantly petrified. Otherwise, a creature that fails the save begins to turn to stone and is restrained. The restrained creature must repeat the saving throw at the end of its next turn, becoming petrified on a failure or ending the effect on a success. The petrification lasts until the creature is freed by the greater restoration spell or other magic.

Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can't see the medusa until the start of its next turn, when it can avert its eyes again. If the creature looks at the medusa in the meantime, it must immediately make the save.

If the medusa sees itself reflected on a polished surface within 30 feet of it and in an area of bright light, the medusa is, due to its curse, affected by its own gaze.

Luring Song. Cala sings a magical melody. Every humanoid and giant within 300 feet of the siren that can hear the song must succeed on a DC 14 Wisdom saving throw or be charmed until the song ends. The siren Cala must take bonus action on its subsequent turns to continue singing. It can stop singing at any time. The song ends if Cala is incapacitated. While charmed by Cala, a target is incapacitated and ignores the songs of other sirens. If the charmed target is more than 5 feet away from Cala, the target must move on its turn towards the siren by the most direct route, trying to get within 5 feet. It doesn’t avoid opportunity attacks, but before moving into damaging terrain, such as lava or a pit, and whenever it takes damage from a source other than the siren, the target can repeat the saving throw. A charmed target can also repeat the saving throw at the end of each of its turns. If the saving throw is successful, the effect ends on it. A target that successfully saves is immune to Cala’s song for the next 24 hours.

Siege Monster. Cala deals double damage to objects and structures.

Actions

Multiattack. Cala makes either three melee attacks--one with its snake hair and two with its shortsword--or two ranged attacks with its longbow.

Snake Hair. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 4 (1d12 + 5) piercing damage plus 14 (4d12) poison damage.

Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

Longbow. Ranged Weapon Attack: +5 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage plus 7 (2d6) poison damage.

Lightning Storm. Cala magically creates three bolts of lightning, each of which can strike a target the kraken can see within 120 feet of it. A target must make a DC 23 Dexterity saving throw, taking 22 (4d10) lightning damage on a failed save, or half as much damage on a successful one.

Description

A victim of a terrible curse, the serpent-haired Cala Marin petrifies all those who gaze upon it, turning creatures into stone monuments to its corruption.It has became the number 1 sea monster in itś world and has killed many sailors and destroyed many ships that have come in itś territory.

Lair and Lair Actions

Cala Marin´s lair is a cave on the side on an unknown island rumored to have the most valuable treasure known to mortal kind.  The cave is full of statues of sailors resembling humans and a lot of other races(these are the ones she has killed and turned to stone.)

 

Lair Actions

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

  • A strong current moves through Cala’s lair. Each creature within 60 feet of Cala must succeed on a DC 23 Strength saving throw or be pushed up to 60 feet away from Cala. On a success, the creature is pushed 10 feet away from Cala.
  • Creatures in the water within 60 feet of the Cala have vulnerability to lightning damage until initiative count 20 on the next round.
  • The water in the Cala becomes electrically charged. All creatures within 120 feet of Cala 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.

Monster Tags: Titan

Habitat: CoastalUnderwater

DamianBattleborn

Comments

Posts Quoted:
Reply
Clear All Quotes