Gargantuan Monstrosity, Chaotic Evil
Armor Class 23 Natural Armour
Hit Points 900 (48d20 + 384)
Speed 50 ft., Walk 50 ft.
STR
30 (+10)
DEX
18 (+4)
CON
26 (+8)
INT
1 (-5)
WIS
3 (-4)
CHA
1 (-5)
Saving Throws STR +18
Damage Immunities Psychic
Condition Immunities Charmed, Frightened
Senses Darkvision 120 ft, Tremorsense 120 ft, Passive Perception 18
Languages Aquan, Common only telepathically
Challenge 25 (75,000 XP)
Proficiency Bonus +8
Traits

Amphibious. Avarax can breathe air and water.

Keen Smell. Avarax has an advantage in Wisdom (Perception) checks that rely on smell.

Legendary Resistance (5/Day). If Avarax fails a saving throw, it can choose to succeed instead.

Magic Resistance. Avarax has an advantage on saving throws against spells and other magical effects.

Magic Weapons. Avarax's weapon attacks are magical.

Actions

Multiattack. Avarax makes five attacks: four with its claws and one with its pincers.

Claw. Melee Weapon Attack: +19 to hit, reach 20 ft., one target. Hit 45 (6d10+10) slashing damage.

Pincer. Melee Weapon Attack: +19 to hit, reach 30 ft., one target. Hit 48 (8d8+10) bludgeoning damage. If the target is a creature, it must succeed on a DC 28 Strength saving throw or be grappled (escape DC 28). Until this grapple ends, the target is restrained and takes 24 (4d8+7) bludgeoning damage at the start of each turn.

Treasure Sense. Avarax can pinpoint, by scent, the location of precious metals and gems within 300 feet of it.

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Legendary Actions

Legendary Actions. Avarax 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. Avarax regains spent legendary actions at the start of its turn.

  • Move. Avarax moves up to its speed without provoking opportunity attacks.
  • Claw Attack. Avarax makes one claw attack.
  • Pincer Attack. Avarax makes one pincer attack.
  • Shatter Reality (Costs 2 Actions). Avarax emits a psychic shriek that shatters the minds of creatures within 120 feet of it. Each creature in that area must make a DC 25 Intelligence saving throw or take 36 (8d8) psychic damage and be stunned until the end of Avarax's next turn. On a successful save, the creature takes half damage and isn't stunned.

Description

Avarax is a colossal crab, its massive body covered in jagged, black shells that are harder than steel. Its eyes are dark and soulless, and its massive pincers are razor-sharp and capable of crushing solid rock. Its four long, sharp claws are like scythes, easily slicing through even the toughest armor. Avarax exudes an aura of pure malevolence, and the very air around it seems to vibrate with psychic energy. Its greed and desire for treasure are insatiable, and it will stop at nothing to acquire more wealth and power. Its voice is a deep, guttural growl, and it communicates primarily through body language and telepathy. Avarax is an apex predator, feared by all who cross its path, and it rules over its domain with an iron claw.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Action

Avarax causes a powerful tremor to erupt from the ground, sending shockwaves throughout its lair. Each creature within 120 feet of Avarax must succeed on a DC 25 Strength saving throw or be knocked prone and take 45 (10d8) bludgeoning damage. Additionally, the tremors cause rocks and debris to fall from the ceiling, potentially causing even more damage to those caught in the area.

Regional Effects. The region around Avarax's lair is warped by its greed, which creates one or more of the following effects:

  • Precious metals and gems within 1 mile of the lair are drawn toward it, causing them to clump together in a single location.
  • Creatures within 1 mile of the lair become increasingly greedy and covetous. They are more likely to lie, cheat, or steal in order to acquire wealth, and they have a disadvantage on Wisdom saving throws against effects that would charm or influence them with promises of wealth or treasure.
  • The water within 1 mile of the lair becomes murky and dark, as though infused with avarice. Creatures that enter this water become disoriented and have a disadvantage on Wisdom (Perception) checks and

If the Avarax dies, these effects fade over the course of 2d8 days.

Monster Tags: fiend

Habitat: Underwater

GoldenVenom

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