Armor Class 18 Natural armour
Hit Points 290 (20d8 + 200)
Speed 35 ft., Can walk on water , Swim 40 ft.
STR
16 (+3)
DEX
26 (+8)
CON
19 (+4)
INT
15 (+2)
WIS
17 (+3)
CHA
13 (+1)
Saving Throws DEX +14, CON +10
Damage Vulnerabilities Radiant
Damage Resistances Fire; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Exhaustion, Frightened, Petrified
Senses Darkvision 100ft., Passive Perception 15
Languages Common Cannot speak, but understands it
Challenge 20 (25,000 XP)
Proficiency Bonus +6
Traits

Legendary Resistance (3 per day). If Walking Wake fails a saving throw, he can choose to succeed it instead.

Draconic Attacks. Walking Wake's attacks are considered magical for the purpose of overcoming resistances and immunities.

Legendary Immortality. Walking Wake cannot die. Instead, if reduced to 0 hit points, it returns to Area Zero to rest.

Water Adapted. Walking Wake can breathe both air and water. In addition, it can walk on water.

Protosynthesis. At the start of an encounter, Walking Wake's first 3 attacks have advantage.

Actions

Multiattack. Walking Wake can attack with Water Pulse 3 times.

Water Pulse. RangedWeapon Attack: +14 to hit, range 70/150 ft., 1 target. Hit: 32 (6d8 + 5) cold damage.

Noble Roar. Walking Wake roars ferociously in a 60ft. cone. Any creature within range must succeed a DC 19 Wisdom saving throw or be frightened for 1 minute. An affected creature can re-roll the save on their turn.

Reactions

Breaking Swipe. If another creature targets Walking Wake with a melee attack, Walking Wake can retaliate with a swipe, dealing 3d6 slashing damage.

Legendary Actions

Walking Wake 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. Walking Wake regains spent legendary actions at the start of its turn.

Hydro Steam (Costs 3 Actions). Walking Wake gathers the power of water and shoots a powerful blast of water in a 5ft. wide, 80ft. long line. Any creature in range must succeed a DC 19 Dexterity saving throw or take 10d8 bludgeoning damage and 6d8 fire damage. On a success, they take half damage instead.

Aqua Jet (Costs 2 Actions). Walking Wake surrounds itself with water and charges in any direction 30ft. Any creature in range must succeed a DC 20 Dexterity saving throw or take 3d6 bludgeoning damage and 2d6 cold damage.

Water Pulse. Walking Wake uses Water Pulse.

Description

Walking Wake resembles a sketch made by a member of the Area Zero Expedition in the Scarlet Book. Its name originated from an aquatic monster mentioned in the Scarlet Book. It bears a uniquely shaped set of horns on its forehead. It also supports its weight with just its hind legs and walks bipedally. Walking Wake is capable of walking on water. According to an illustration in the Occulture, Walking Wake is believed to be a super-ancient Suicune from the past.

TheLakeGuardian

Comments

Posts Quoted:
Reply
Clear All Quotes