Gargantuan Monstrosity, Chaotic Evil
Armor Class 80 Natural Armor
Hit Points 1730 (80d20 + 830)
Speed 180 ft., Walk 90 ft., Climb 85 ft., Burrow 60 ft.
STR
30 (+10)
DEX
30 (+10)
CON
30 (+10)
INT
30 (+10)
WIS
24 (+7)
CHA
6 (-2)
Saving Throws STR +19, DEX +19, CON +19, INT +19, WIS +16, CHA +7
Skills Athletics +24, Intimidation +30
Damage Vulnerabilities Radiant
Damage Resistances Acid, Cold, Fire, Force, Lightning, Necrotic, Poison, Psychic, Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Acid, Bludgeoning, Cold, Fire, Force, Lightning, Necrotic, Poison, Psychic, Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks; Bludgeoning, Piercing, and Slashing that is Nonmagical
Senses Blindsight, Darkvision, Tremorsense, Truesight, Passive Perception 30
Languages All It can't communicate at all due to no vocal cords and no brain
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

Siege Monster. The beast's revenge deals double damage to objects and structures.

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

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

Reflective Carapace. Any time the beast's revenge is targeted by a magic missile spell, a line spell, or a spell that requires a ranged attack roll, roll a d6. On a 1 to 5, the beast's revenge is unaffected. On a 6, the beast's revenge is unaffected, and the effect is reflected back at the caster as though it originated from the beast's revenge, turning the caster into the target.

Gamma body: Beast's revenge attacks gain an additional (3d10) radiation damage. and they count as magical in order to overcome resistances.

Actions

Multi-attack. The trench beast can use its Frightful Presence. It then makes five attacks: two with its bite, two with its claws, and one with its tail.

Bite. Melee Weapon Attack: +44 to hit, reach 20 ft., one target. Hit: 116 (12d12 + 30) piercing damage. If the target is a creature, it is grappled (escape DC 20). Until this grapple ends, the target is restrained, and the trench beast can’t bite another target.

Claw. Melee Weapon Attack: +44 to hit, reach 30 ft., one target. Hit: 100 (12d8 + 30) slashing damage.

Tail. Melee Weapon Attack: +44 to hit, reach 40ft., one target. Hit: 92 (12d6 + 30) bludgeoning damage. If the target is a creature, it must succeed on a DC 20 Strength saving throw or be knocked prone.

Frightful Presence. Each creature of the trench beast choice within 300 feet of it and aware of it must succeed on a DC 19 Wisdom saving throw or become frightened for 4 minutes. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if the trench beast is within line of sight, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the trench beast's Frightful Presence for the next 24 hours.

Element beam: Ranged Weapon Attack: +44 to hit, range 20/600 ft., multiple targets. Hit: 148 (12d12 + 40) [radiation] damage.

Reactions

Surprise Gamma Ray. Whenever anything makes an attempt at attacking the Beast's Revenge, it may shoot and instantaneous Element beam.

Shake off: if a creature grabs onto or gets near it this creature, using a reaction will shake violently throwing of anything attached to it or knocking them away with it's body.

Lunge: If a creature gets in front of it the trench beast will lunge forward at them and either bite them or swallow them. It may also claw them instead

Sonic roar: When damaged the trench beast may use a reaction and roar loudly knocking back all creatures in range and dealing (1d6) bludgeoning damage.

Legendary Actions

The beast's revenge can take 4 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 beast's revenge regains spent legendary actions at the start of its turn.

Attack. The trench beast makes one claw attack or tail attack.

Move. The trench beast moves up to half its speed.

Chomp (Costs 2 Actions). The trench beast makes one bite attack.

Mythic Actions

As the Beast's revenge exists the gamma radiation generated from its body will start to gather around it creating a semipermeable shell across its entire structure which it can then use for certain actions or make other actions stronger. (using these actions decreases the amount of radiation charged by the same amount of what the action required)

Gamma Spikes (after 10 minutes). The radiation shell hardens on certain parts of the body and creates spike-like protrusions that will damage anything that touches them for (2d8) radiation damage.

Gamma boost (after 25 minutes). Taking some of the radiation the monster will charge it into a certain part of its body granting an attack with that body part an additional (2d10) radiation damage.

Gamma flash (after 30 minutes). Using about half of the stored energy the beast's revenge will create a flash of light that blinds everything except the Beast's revenge for 5 turns unless they make a DC 20 CON saving throw.

Gamma jet (after 45 minutes). The creature shoots out concentrated gamma blasts out its body to give itself a 50% speed boost

Shin G Blast (after 50 minutes). The monster, using up most of the radiation begins shooting Element Beams out of random parts of its body that move around on their own for 1 minute.

Gamma Discharge (after 1 hour). Using all the stored up gamma radiation coating its body the Beast's revenge will release it all at once creating an explosion stretching out 10 km out from the monster killing everything it touches.

Description

The Beast's Revenge is not a creature nor is it even truly living anymore, this, thing is what remains of the "Trench Beast". After its death an unknown shadowy figure possessed the corpse of the monster and turned it into this horror called the Beast's Revenge, now it lives for nothing but destroying all in it's path and getting revenge on the ones who killed it and it will stop at nothing until anything and everything is destroyed.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

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

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Monster Tags: Titanundeadaberration

Habitat: ArcticCoastalDesertForestGrasslandHillMountainSwampUnderdarkUnderwaterUrban

PhynixLazer22

Comments

Posts Quoted:
Reply
Clear All Quotes