Gargantuan Undead, Chaotic Evil
Armor Class 20 (natural armor)
Hit Points 341 (22d20 + 110)
Speed 20 ft., swim 40 ft.
STR
25 (+7)
DEX
10 (+0)
CON
20 (+5)
INT
10 (+0)
WIS
12 (+1)
CHA
12 (+1)
Saving Throws DEX +6, CON +11, WIS +7
Damage Vulnerabilities Radiant
Damage Resistances Fire
Damage Immunities Cold, Necrotic
Condition Immunities Frightened, Poisoned
Senses Darkvision 120 ft., Tremorsense 160ft (only for targets in or underwater), Passive Perception 11
Languages Abyssal, Aquan, Draconic
Challenge 17 (18,000 XP)
Proficiency Bonus +6
Traits

Amphibious. The  Wretchfin can breathe air and water.

Negative Energy Aura. Creatures within 30 feet of the  Wretchfin can’t regain hit points, and any creature that starts its turn within 30 feet of the Wretchfin takes 10 3d6 necrotic damage.

If the Wretchfin is struck with a critical hit the attacking player can cut the Wretchfin’s esca lure instead of dealing damage. If its esca lure is cut, the  Wretchfin loses this feature.

Actions

Multiattack. Wretchfin makes two attacks: one with its bite and one with its tail. 

Bite. Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 26 (3d12 + 7) piercing damage.

Tail. Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 26 (3d12 + 7) bludgeoning damage. If the target is a creature, it must succeed on a DC 20 Strength saving throw or be pushed up to 10 feet away from the Wretchfin and knocked prone.

Ray of Cold. Ranged Spell Attack: +12  to hit, range 120 ft., one target. Hit: 21 4d6 cold damage

Death-Ink Breath (Recharge 6). The Wretchfin expels a spray of inky black fluid from sacks in its mouth in a 30-foot cone. Each creature in that area must make a DC 14 Dexterity saving throw. On a failed save, the creature takes 22 4d10 necrotic damage and is Blinded. On a successful save, the creature takes half as much damage and isn't blinded.

 

 

Legendary Actions

Necromantic energy washes over all enemy creatures that Wretchfin can see within range, draining moisture and vitality from it. The targets must make a Constitution saving throw. The target takes 10d8 necrotic damage on a failed save, or half as much damage on a successful one. This spell has no effect on undead or constructs.

If a plant creature or a magical plant is within range, it makes the saving throw with disadvantage, and the spell deals maximum damage to it.

If a nonmagical plant that isn't a creature  is within range, such as a tree or shrub, it doesn't make a saving throw; it simply withers and dies.

Description

Wretchfin is an undead sea horror that terrorizes merfolk settlements.

He resembles a massive deep sea creature, but now touched by death and dark necrotic energy. Many of his bones are exposed. His flesh peeling and patchy. But with every hapless soul he consumes, he begins to reassemble to something close his original form, but far more terrible. 

Ages ago when he was one with the living he was struck down by a great merfolk king wielding a powerful trident.  

But now, for reasons unknown, he has arisen. Angry and terrible he has resumed his awful menace to the nearby Merfolk cities. 

The only weapon known to destroy him lost to time and tides deep beneath the trenches of the abyss.  

Lair and Lair Actions

Summon Wraiths (Recharge 6). The Undead Serpent summons three merfolk wraiths, which materializes within 30 feet of it in an unoccupied space it can see. The wraiths obey their summoner’s commands and can’t be controlled by any other creature. The wraiths vanish when it drops to 0 hit points or when its summoner dies.

 

 

Habitat: CoastalUnderwater

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