Gargantuan Aberration, Typically Chaotic Evil
Armor Class 20 Natural
Hit Points 472 (27d20 + 189)
Speed 60 ft., Walk 20 ft.
STR
30 (+10)
DEX
10 (+0)
CON
25 (+7)
INT
22 (+6)
WIS
20 (+5)
CHA
18 (+4)
Saving Throws STR +18, CON +15, WIS +13, CHA +12
Damage Vulnerabilities Fire
Damage Resistances Acid
Damage Immunities Lightning; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Frightened, Paralyzed
Senses Darkvision 120 ft, Passive Perception 14
Languages Abyssal, Aquan, Deep Speech
Challenge 26 (90,000 XP)
Proficiency Bonus +8
Traits

Amphibious. Ajax of the Roiling Chasm can breath both underwater and on land.

Freedom of Movement. Ajax of the Roiling Chasm ignores difficult terrain, and magical effects can't reduce its speed or cause it to be restrained. It can spend 5 feet of movement to escape from nonmagical restraints or being grappled.

Warp Siege. If Ajax of the Roiling Chasm would deal damage to structures, roll 1d20. On a 19-20 the structure takes an extra 3d12 force damage as a momentary rift is ripped open to the Astral Sea.

Spellcasting.. Ajax is an innate spellcaster, its spellcasting ability is Charisma (spell save DC 21, +12 to hit with spell attacks). Ajax has following Sorcerer spells prepared:
Cantrips (at will): Mind Sliver, Shocking Grasp
1st level (5/day): Silvery Barbs, Chaos Bolt
2nd level (3/day): Tasha's Mind Whip. Rime's Binding Ice, Hold Person
3rd level (3/day): FearLightning Bolt, Counterspell
4th level (2/day): Blight, Storm Sphere, Sickening Radiance
5th level (2/day): dominate person, cone of cold
6th level (1/day): chain lightning, [Tooltip Not Found]
7th level (1/day): Finger of Death

Actions

Multiattack. Ajax makes three tentacle attacks, each of which it can replace with one use of Fling.

Bite. Melee Weapon Attack: +17 to hit, reach 5 ft., 1 target. Hit: 24 (4d6 + 10) piercing damage. If the target is a Large or smaller creature grappled by Ajax, that creature is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside of Ajax, and it takes 42 (12d6) acid damage at the start of each of the kraken's turns.

If Ajax takes 50 damage or more on a single turn from a creature inside it, they must succeed on a DC 25 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of Ajax. If Ajax dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 15 feet of movement, exiting prone.

Tentacle. Melee Weapon Attack: +17 to hit, reach 30 ft., 1 target. Hit: 23 (3d8 + 10) bludgeoning damage and the target is grappled (escape DC 18). Until this grapple ends, the target is restrained. Ajax has ten tentacles, each of which can grapple one target.

Fling. One Large or smaller object held or creature grappled by Ajax is thrown up to 60 feet in a random direction and knocked prone. If a thrown target strikes a solid surface, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 18 Dexterity saving throw or take the same damage and be knocked prone.

Legendary Actions

Ajax 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. Ajax regains spent legendary actions at the start of its turn.

Tentacle Attack or Fling (Costs 1 Actions). Ajax makes a Tentacle attack or a Fling action.

Raging Tempest (Costs 2 Actions). Ajax 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.

Caustic ink (Costs 3 Actions). While underwater, Ajax expels an ink cloud in a 60-foot radius. The cloud spreads around corners, and that area is heavily obscured to creatures other than the kraken. Each creature other than the kraken that ends its turn there must succeed on a DC 23 Constitution saving throw, taking 16 (3d10) poison damage on a failed save, or half as much damage on a successful one. A strong current disperses the cloud, which otherwise disappears at the end of the kraken's next turn.

Lair and Lair Actions

Ajax of the Roiling Chasm lives in dark depths, usually a sunken rift or a cavern filled with detritus, treasure, and wrecked ships.

Lair Actions

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

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

Regional Effects

The region containing Ajax’s lair is warped by the creature’s blasphemous presence, creating the following magical effects:

  • Ajax can alter the weather at will in a 6-mile radius centered on its lair. The effect is identical to the control weather spell.
  • Water elementals coalesce within 6 miles of the lair. These elementals can’t leave the water and have Intelligence and Charisma scores of 1 (−5).
  • Aquatic creatures within 6 miles of the lair that have an Intelligence score of 2 or lower are charmed by Ajax and aggressive toward intruders in the area.

When Ajax dies, all of these regional effects fade immediately.

Habitat: CoastalUnderwater

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