Gargantuan Monstrosity, Typically Neutral Evil
Armor Class 18 (Natural Armor)
Hit Points 332 (19d20 + 133)
Speed 10 ft., Swim 80 ft.
STR
29 (+9)
DEX
14 (+2)
CON
25 (+7)
INT
10 (+0)
WIS
21 (+5)
CHA
12 (+1)
Saving Throws DEX +8, CON +13, WIS +11
Skills Athletics +15, Perception +11
Damage Resistances Cold; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Poison
Condition Immunities Paralyzed, Poisoned, Restrained
Senses Blindsight 120 ft. (Sonar Sense), Darkvision 120 ft., Passive Perception 21
Languages understands Aquan and Common but can't speak
Challenge 19 (22,000 XP)
Proficiency Bonus +6
Traits

Amphibious. The cetus can breathe both air and water.

Innate Spellcasting. The cetus' innate spellcasting ability is Wisdom (Spell save DC 19, +11 to hit with spell attacks). It can innately cast the following spells, requiring no material or verbal components:

At Will: Create or Destroy Water, Control Water, Fog Cloud
3/Day Each: Ice Storm, Water Breathing, Water Walk
1/Day: Storm of Vengeance

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

Ocean's Fury (Recharges after a Short or Long Rest). When the cetus would be reduced to 0 hit points, its current hit points instead reset to 175, it immediately recharges and uses its Tidal Charge, and it regains one expended use of its Legendary Resistance. Additionally, the cetus can now use the options in the "Mythic Actions" section for 1 hour. Award a party an additional 22,000 XP (44,000 XP total) for defeating the cetus after its Ocean's Fury trait activates.

Blessing of Poseidon. The cetus has advantage on saving throws against spells and other magical effects. Additionally, the cetus regenerates 20 hit points at the start of its turn, provided it is submerged in water and has at least 1 hit point.

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

Sonar Sense. While fully submerged in water, the cetus has Blindsight out to 120 ft. (included above). The cetus can't use this sense while it has the Deafened condition.

Terrifying Presence. Any creature that starts its turn within 60 ft. of the cetus and can see it must succeed on a DC 18 Wisdom saving throw or have the Frightened condition for 1 minute. A frightened creature can repeat its saving throw at the end of each of its turns (with disadvantage if the cetus is within line of sight), ending the effect on itself on a success.

Actions

Multiattack. The cetus makes two attacks: one with its Bite and one with its Tail Swipe. It can choose to replace its Bite with Devour.

Bite. Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 31 (4d10+9) piercing damage. If the target is a Large or smaller creature, it has the Grappled condition (escape DC 21). Until this grapple ends, the target has the Restrained condition, and the cetus can't use its Bite on another target.

Tail Swipe. Melee Weapon Attack: +15 to hit, reach 20 ft., one target. Hit: 27 (4d8+9) bludgeoning damage. If the target is a Huge or smaller creature, it must succeed on a DC 21 Strength saving throw or have the Prone condition.

Devour. Melee Weapon Attack: +15 to hit, reach 5 ft., one creature grappled by the cetus. Hit: the target is swallowed and the grapple ends. A swallowed creature has the Blinded and Restrained conditions, it has total cover against attacks and other effects outside the cetus, and it takes 35 (10d6) acid damage at the start of each of the cetus' turns. If the cetus takes 40 damage or more on a single turn from a creature inside it, the cetus must succeed on a Constitution saving throw with a DC equal to half the damage taken (rounded up) at the end of that turn or regurgitate the swallowed creature, which falls Prone in a space within 10 ft. of the cetus. If the cetus dies, a swallowed creature is no longer restrained by it, and can escape from the corpse by using 30 ft. of movement, exiting Prone.

Tidal Charge (Recharge 4-6). The cetus charges in a straight line up to 80 ft. while underwater. Each creature in its path must make a DC 21 Dexterity saving throw, taking 35 (10d6) bludgeoning damage and gaining the Prone condition. On a success, a creature takes half as much damage only.

Legendary Actions

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

Move. The cetus moves up to half its movement speed without provoking opportunity attacks.

Tail Swipe (Costs 2 Actions). The cetus makes one Tail Swipe attack.

Devour (Costs 3 Actions). The cetus uses Devour.

Mythic Actions

If the cetus' Coean's Fury trait has activated in the last hour, it can use the options below as legendary actions.

Tidal Charge (Costs 2 Actions). The cetus uses Tidal Charge (If available).

Whirlpool Maelstrom (Costs 3 Actions). The cetus creates a whirlpool in a 60 ft. radius centered on itself. Creatures in that area must make a DC 21 Strength saving throw, taking 42 (12d6) bludgeoning damage on a failure, or half as much damage on a success. A creature that fails its save is also pulled toward the cetus, and has the Restrained condition until the end of its next turn.

Description

A cetus is a massive sea monster, often depicted as a fearsome creature with the head of a boar and the body of a whale or dolphin. This unique amalgamation of terrestrial and aquatic features captures the essence of this devastating being as a symbol of the overwhelming and terrifying aspects of the sea.

This legendary beast is most famous for its role in the story of Perseus and Andromeda. According to myth, after Queen Cassiopeia boasted that her daughter Andromeda was more beautiful than the Nereids, the sea nymphs, the sea god Poseidon, enraged by this claim, sent the cetus to ravage the kingdom's coast. To appease Poseidon, Andromeda was chained to a rock as a sacrifice to the cetus. However, she was rescued by Perseus, who cleverly used Medusa's head to petrify the monster. In this myth, the cetus represents the wrath of the gods and the natural disasters they can unleash upon mortals who dare to defy or insult them. The tale exemplifies the ancient Greeks' understanding of the capricious nature of the gods and the sea itself, embodying the unpredictable and often destructive forces of nature that could suddenly disrupt human life.

The story of the cetus also serves as a cautionary tale about hubris and the importance of respecting the gods and the natural order. Its defeat by the hands of Perseus, a hero favored by the gods, further underscores the theme of divine intervention, while the image of Andromeda chained to a rock, awaiting her fate at the hands of the cetus, has become an enduring symbol of innocent suffering and the need for heroic rescue in the face of overwhelming danger.

Solar_Bun_Bun

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