Huge Beast, Chaotic Evil
Armor Class 18 (Natural armor)
Hit Points 276 (24d12 + 120)
Speed 20 ft., Swim 60 ft.
STR
26 (+8)
DEX
11 (+0)
CON
20 (+5)
INT
4 (-3)
WIS
15 (+2)
CHA
11 (+0)
Saving Throws STR +14, WIS +8
Skills Stealth +6, Survival +8
Damage Resistances Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Lightning
Senses Darkvision 120ft. , Passive Perception 12
Languages --
Challenge 20 (25,000 XP)
Proficiency Bonus +6
Traits

Conductor. Whenever the eel is subjected to lightning damage, it takes no damage and instead regains a number of hit points equal to the lightning damage dealt. 

Hold Breath. The eel can hold its breath for 1 hour. 

Underwater Camouflage. The eel has advantage on Dexterity(Stealth) checks made to hide while underwater. 

Water Breathing. The eel can breathe only underwater. 

Actions

Multiattack: The eel makes four melee attacks, only one of which can be with Fling. 

Bite(Main Mouth): Melee weapon attack, +12 to hit, reach 5ft, one target. Hit 15(3d6+6) piercing damage. 

Bite(Secondary Mouth): Melee weapon attack, +12 to hit, reach 10ft, one target. Hit 13(3d4+6) piercing damage. 

Claw: Melee weapon attack, +12 to hit, reach 5ft, one target. Hit 13(2d6+6) slashing damage plus 7(2d6) lightning damage.

Tentacle: Melee weapon attack, +12 to hit, reach 20ft, one target. Hit 16(3d6+6) bludgeoning damage and the target is grappled(escape DC 16). Until this grapple ends, the target is Restrained. The eel has six tentacles, each of which can grapple a target. 

Fling: One medium or smaller object held or creature grappled by the eel is thrown up to 20ft in a random direction and knocked Prone. If a thrown target strikes a solid surface, the target takes 3(1d6) bludgeoning damage for every 10ft it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 16 Dexterity saving throw or take the same damage and be knocked Prone. 

Description

Apex Predator Of Their Territory. The Bloated Eels are the fiercest creatures roaming the water which surrounds and runs through the Forgotten Isle, based on rumors that are said by those who have managed to survive the journey. Gargantuan in size and deceptively quick, these relentless hunters kill for pleasure more than anything else. They do not require sleep, always hunting, always moving. 

The strange magicks of the Forgotten Isle have been kind to these once small hunters. In addition to their monstrous size and speed, they are capable of absorbing electricity, and sending it back when they strike. A potent weapon for one that hunts underwater. 

The six tentacles that sprout from the eel's back are used as a means to grapple and strangle its prey. They have been known to sometimes lift restrained prey above the water to suffocate them. To those that have been held in such a way, they describe it as the most cruel way to die, as they die slowly and painfully.

Three Heads Are Better Than One. In addition to its own very large head, filled to the brim with razor-sharp, serrated teeth, the eel has two additional heads on either side of its body. These heads can extend a short distance and are used to prevent anything from sneaking up on the eel as it swims. 

Not Bound By Water.  While the eel isn't capable of breathing air, it is able to hold its breath for a significant amount of time. With the use of its powerful forearms and tentacles, they achieve a decent amount of mobility on land, even able to climb trees if needed. It is rare that one of these eels exists in the water, but if a particularly resilient meal escapes, then there is no telling what lengths the eel might resort to. They also might deny larger creatures, such as the Krabken, a meal by slithering onto land, but in the case of a Krabken, the eel never gets away as the Krabken, although adapted for mobility underwater, is much better at terrestrial mobility than the Bloated Eel. 

 

Habitat: CoastalUnderwater

Shadowtouched_Rezakiri

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