Immutable Form. The abyssal terror is immune to any spell or effect that would alter its form.
Dive Attack. If the abyssal terror is flying and dives at least 30 feet straight toward a target and then hits with a melee weapon attack, the attack deals an extra 10 (3d6) damage to the target.
Disturbing Horror. A creature that starts its turn within 20 feet of the abyssal terror must succeed on a DC 13 Wisdom saving throw or become frightened until the start of its next turn. A creature that succeeds is immune to this ability for one hour.
Sunlight Sensitivity. While in sunlight, the abyssal terror has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Multiattack. The abyssal terror makes two attacks: one with its bite and one with its tail. While flying, it can use its claws in place of one other attack.
Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one creature. Hit: 12 (2d6 + 5) piercing damage and 5 (1d10) poison damage, and the target creature must make a DC 13 Constitution saving throw or be poisoned for 1 minute.
Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage and 5 (1d10) poison damage, and the target is grappled (escape DC 15). Until the grapple ends, the creature is restrained and the abyssal terror can't make another claws attack.
Tail. Melee Weapon Attack: +8 to hit, reach 10 ft., one creature. Hit: 12 (2d6 + 5) bludgeoning damage. The target must make a DC 15 Strength saving throw or be knocked prone.
The abyssal terror 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 abyssal terror regains spent legendary actions at the start of its turn.
Detect. The abyssal terror makes a Wisdom (Perception) check.
Tail Swipe. The abyssal terror makes one tail attack.
Necrotic Drain (Costs 2 Actions). One creature feared by the abyssal terror takes 10 (3d6) necrotic damage, and the abyssal terror regains hit points equal to the damage the creature takes.
Description
A giant winged amorphous serpent appears in black slime out as the elemental creature collapses to the ground. A large pointed tail and serpent's face with large red eyes floats above the ground.
Lair and Lair Actions
Lair Actions
When fighting inside its lair, an abyssal terror can invoke the ambient magic to take lair actions. On initiative count 20 (losing initiative ties), the abyssal terror takes a lair action to cause one of the following effects:
- Raise the lava - As an action, the Titan may command the lake of lava to rise up, immediately decreasing the radius of the island by 10 ft.
Regional Effects
Each round the radius of the island shrinks as the lava rises. What starts as a 50 ft radius shrinks by 5 every round. The titan can also use his action to reduce it by 10 ft, if he believes he is losing. Players who start their turn in the lava take 3d8 fire damage and are on fire, taking 1d8 fire damage every round unless they use an action to put out the flames. Flame aura - Creatures that start their turn within 10 ft of the Titan take 1d6 fire damage.