Gargantuan Aberration (Titan), Chaotic Evil
Armor Class 23 (natural armor)
Hit Points 676 (27d20 + 585)
Speed 5 ft.
STR
30 (+10)
DEX
18 (+4)
CON
29 (+9)
INT
25 (+7)
WIS
28 (+9)
CHA
30 (+10)
Saving Throws STR +19, DEX +13, CON +18, INT +16, WIS +18
Damage Immunities Acid
Senses Truesight 120 ft., Passive Perception 28
Languages Abyssal, Celestial, Infernal, Primordial, Telepathy 120 ft. but can't speak
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

Coordenação Perfeita: o sistema nervoso lefeu, espalhado por todo o corpo, é extremamente eficaz em realizar múltiplas tarefas ao mesmo tempo. Por esse motivo, eles podem atacar com todos seus membros sem sofrer penalidade por combater com múltiplas armas. No entanto, só podem receber ataques adicionais por bônus base de ataque com um único membro.

Imortalidade: os lefeu não precisam se alimentar, dormir ou respirar. Também não envelhecem, e só morrem por causas violentas.

Imunidades: Imunes a ácido, dreno de energia, dreno de habilidade, eletricidade, frio, metamorfose, morte por dano massivo, paralisia, petrificação, sônico, sono, sucessos decisivos e veneno. Podem sofrer dano elemental se o conjurador tem o talento energia de tormenta ou foco feito de aço rubi.

Mente Alienígena: Quem tentar ler a mente dos lefeu tem que testar contra insanidade do mesmo.

Percepção temporal: +Modificador de Wis nos ataques/ testes de reflexo e AC.

Sentido sísmico: Um Lefeu consegue sentir a presença de alguem que esteja em contato com o solo 1,5m para cada DV, só funciona em área de tormenta.

Visão Ampla: +4 Observar e não pode ser flanqueado.

Visão no escuro: 18m

Cura Acelerada: 20  

Redução de dano 20/Épico

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

Magic Resistance: The Lord has advantage on saving throws against spells and other magical effects.

Dominio sobre o tempo: Age 2 vezes por turno.

Imunidade extra Lorde: Imune a magias e efeitos mentais, Resistencia 20 a todos os tipos de energia (quando o conjurador tem talento energia de tormenta ou aço rubi). 

Actions

Multiattack. The kraken 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., one target. Hit: 23 (3d8 + 10) piercing damage. If the target is a Large or smaller creature grappled by the kraken, 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 the kraken, and it takes 42 (12d6) acid damage at the start of each of the kraken's turns.

If the kraken takes 50 damage or more on a single turn from a creature inside it, the kraken 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 the kraken. If the kraken 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., one target. Hit: 20 (3d6 + 10) bludgeoning damage, and the target is grappled (escape DC 18). Until this grapple ends, the target is restrained. The kraken has ten tentacles, each of which can grapple one target.

Fling. One Large or smaller object held or creature grappled by the kraken 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

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

Tentacle Attack or Fling. The Lord makes one tentacle attack or uses its Fling.

Spell Like Habilities (Costs 2 Actions). At Will: Alterar forma, comando maior, cura completa, desejo restrito, dissipar magia maior, enviar mensagem, escuridão profunda, imobilizar monstro em massa, implosão, palavra do poder matar, portal, regeneração, telecinésia, teleporte maior, tempestade de fogo e terremoto. 1 vez por dia: Chuva de meteoro, circulo de teletransporte, desejo e parar o tempo.

Invocar Lefeu (1 per day 3 Actions) . Ação de rodada completa, invoca 4d10 Uktril, 2d10 Qerluakk, 2d8 Hicariel ou 1 Fggurath.

 

Lair and Lair Actions

A Lord Lair

A Lord lives in Tormenta

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 Lord lair. Each creature within 60 feet of the kraken 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 Fog within 60 feet of the kraken have vulnerability to Acid damage until initiative count 20 on the next round.
  • The Fog 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 a lair is warped by the creature’s blasphemous presence, creating the following magical effects:

  • The Lord can alter the weather at will in a 6-mile radius centered on its lair. The effect is identical to the control weather spell.
  • Tormenta creatures within 6 miles of the lair that have an Intelligence score of 2 or lower are charmed by the kraken and aggressive toward intruders in the area.

When the Lord dies, all of these regional effects fade immediately.

Monster Tags: Titan

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