Gargantuan Fey, Lawful Good
Armor Class 20 Natural Armor
Hit Points 1560 (100d20 + 500)
Speed 10 ft., Swim 80 ft.
STR
26 (+8)
DEX
20 (+5)
CON
26 (+8)
INT
18 (+4)
WIS
20 (+5)
CHA
1 (-5)
Saving Throws INT +13, WIS +14, CHA +4
Damage Vulnerabilities Cold
Damage Resistances Damage from Spells; Nonmagical Bludgeoning, Piercing, and Slashing (from Stoneskin)
Damage Immunities Bludgeoning, Necrotic, Poison
Senses Truesight 120 ft., Passive Perception 20
Languages Telepathy All languages
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

Amphibious. The Allmother can breathe air and water.

Freedom of Movement. The Allmother ignores difficult terrain, and magical effects can't reduce its speed or cause it to be restrained.

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

Siege Monster. The Allmother deals double damage to objects and structures.

Axolotl Mother. Won't attack any axolotl or creatures loved by the axolotl.

Actions

Multiattack. The Allmother can use its Frightful Presence. It then makes four or two attacks: one with its tail, two with its arms, one with its head or an Waterball instead of the arms and head.

Tailsweep. Melee Weapon Attack: +18 to hit, reach 60 ft., area 200x100 feet. Hit: 40 (4d10 + 10) [bludgeoning] damage. If the target is a creature, it must succeed on a DC 20 Strength/Dexterity saving throw or be knocked prone and take full damage.

Headbutt. Melee Weapon Attack: +18 to hit, reach 30 ft., one target. Hit: 24 (4d6 + 10) [bludgeoning] damage. 

Armsweep. Melee Weapon Attack: +18 to hit, reach 30 ft., area 20x10 feet. Hit: 24 (4d6 + 10) [bludgeoning] damage. 

Waterball. RangedWeapon Attack: +16 to hit, range 30/600 ft., 1 target. Hit: 56 (7d8 + 20) [cold] damage. If the target is a non-aquatic creature, it must succeed on a DC 20 Strength/Dexterity saving throw or be knocked prone and take full damage. An aquatic creature always takes half damage and isn't prone.

Reactions

Water Wave(Only in Water). As a reaction it can push away creatures 30 feet away in a 20 feet radius from the moving creature, which tries to move in its range.

Legendary Actions

The Allmother 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 Allmother regains spent legendary actions at the start of its turn.

Axolotl Regeneration(Costs 3 Legendary Actions). Heals for 300 Health every 1d6 rounds.

Tsunami (Costs 2 Legendary Actions, Only in Water). Creates a Tsunami Wave which is 300 feet high and 900 feet long and sweeps away everyone who doesnt succeed a DC 25 Dexterity/Strength saving throw.

Axolotl Creation(Costs 1 Legandary Actions).  She can create about 4d6 Small Axolotl who fight for her every 1d6 rounds.

 

Description

The ancient Allmother of all axolotls which was only believed to be a myth and just something sailors talked about in ancient times to scare off children of coming along ships.

The Allmother is a very intelligent shy Titan which doesnt harbour any ill feeling against people, most often misunderstood though. It only gets agiated when its offspring or itself gets attacked or harmed in any way.

It is possible to talk with the Allmother since she can understands every language and is a creature older than most creatures and many gods alike. Though she wont initiate the conversation.

Previous Versions

Name Date Modified Views Adds Version Actions
7/24/2023 7:44:25 PM
6
1
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Coming Soon

Monster Tags: TitanfeymonstrosityInevitable

Habitat: CoastalUnderwater

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