Gargantuan Monstrosity (Titan), Chaotic Evil
Armor Class 20 (natural armor)
Hit Points 472 (27d20 + 189)
Speed 20 ft., Swim 60 ft.
STR
30 (+10)
DEX
11 (+0)
CON
25 (+7)
INT
22 (+6)
WIS
18 (+4)
CHA
20 (+5)
Saving Throws STR +17, DEX +7, CON +14, INT +13, WIS +11
Damage Resistances Cold, Fire
Damage Immunities Lightning, Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Frightened, Grappled, Paralyzed, Restrained, Stunned
Senses Blindsight 60ft, Truesight 120 ft., Passive Perception 14
Languages Abyssal, Celestial, Common, Primordial, Telepathy 120 ft., Undercommon
Challenge 23 (50,000 XP)
Proficiency Bonus +7
Traits

Amphibious. Voidra can breathe air and water.

Freedom of Movement. Voidra ignores difficult terrain, and magical effects can't reduce her speed.

Siege Monster. Voidra deals double damage to objects and structures.

Actions

Multiattack. Voidra makes three tentacle attacks, or two tentacles attacks and one claw attack, any of which can be replaced with one use of Fling.

Tentacle. Melee Weapon Attack: +17 to hit, reach 30 ft., one target. Hit: 20 (3d6 + 10) bludgeoning damage, and the target is grappled (escape DC 18). Until this grapple ends, the target is restrained. Voidra has ten tentacles, each of which can grapple one target.

Claw. Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: 20 (3d6 + 10) piercing damage, and the target is grappled (escape DC 18). Until this grapple ends, the target is restrained. Voidra has one claw and can only grapple one target at a time with this claw.

Fling. One Large or smaller object held or creature grappled by Voidra 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.

Lightning Storm. Voidra magically creates three bolts of lightning, each of which can strike a target that Voidra can see within 120 feet of her. 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.

Bonus Actions

Squeeze. Large or smaller creatures and objects that are grappled by Voidra, either by a tentacle or her claw, are squeezed. The creature(s) must make a DC 23 Strength saving throw, taking 20 (1d6+10) bludgeoning damage on a failed save, or half as much damage on a successful one.

Reactions

Tentacle Opportunity Attack. Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: 20 (3d6 + 10) bludgeoning damage, and the target is grappled (escape DC 18). Until this grapple ends, the target is restrained. Voidra has ten tentacles, each of which can grapple one target.

Legendary Actions

Voidra 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. Voidra regains spent legendary actions at the start of her turn.

Tentacle Attack or Fling. Voidra makes one tentacle attack or uses her Fling.

Lightning Storm (Costs 2 Actions). Voidra uses Lightning Storm.

Ink Cloud (Costs 3 Actions). While underwater, Voidra expels an ink cloud in a 60-foot radius. The cloud spreads around corners, and that area is heavily obscured to creatures other than Voidra. Each creature other than Voidra 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 Voidra's next turn.

Description

Voidra is the dark, hidden half of the goddess of the sea, known to surface dwellers as Sashelas. However, whereas Sashelas is kind and gentle by comparison, Voidra is a tempestuous force of fury.

Voidra fury is awakened by the treatment of the sea and her children, the kuo-toa, by both surface dwellers and the "invaders from the shallows". Meaning the tritons, sea-elves, and tortles from the underwater nation of Tidus. The chimera king of Tidus, King Proteus, has unwittingly stirred her from her slumber by his greed. He wanted to take the deep sea for himself and his people. In doing so, he attacked the kuo-toa settlements near Corelai. Thus sealing Tidus's fate.

Now, Voidra threatens the entire shallows of the sea and the surface world by attempting to awaken Pangaia, the sleeping god of the earth, from his slumber as well. Thus causing a flood of earthquakes and tsunamis to cover the globe of Ægea. If this continues, the entire surface world of Ægea will be uninhabitable and will fall into the sea.

Into Voidra's domain...

(Author's note: This monster stat block is a reskin of the Kraken stat block with only minor changes made.)

Lair and Lair Actions

Voidra's Lair

Voidra lives in a demiplane of 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), Voidra takes a lair action to cause one of the following magical effects:

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

 

Monster Tags: Titan

Habitat: Underwater

IzraLyric

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