Large Undead (Halfling), Chaotic Evil
Armor Class 16 (natural armor)
Hit Points 257 (20d10 + 110)
Speed 40 ft., swim 40 ft.
STR
24 (+7)
DEX
11 (+0)
CON
20 (+5)
INT
19 (+4)
WIS
15 (+2)
CHA
17 (+3)
Saving Throws STR +12, DEX +5, CON +10, INT +9, WIS +7
Damage Resistances Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Lightning
Condition Immunities Charmed, Exhaustion, Frightened, Poisoned
Senses Truesight 120 ft., Passive Perception 14
Languages Abyssal, Infernal, Primordial Common
Challenge 14 (11,500 XP)
Proficiency Bonus +5
Traits

Turning Defiance.  Aamat and any ghouls within 30 feet of it have advantage on saving throws against effects that turn undead.

Monstrous Grip. Aamat has advantage on Strength (Athletics) checks to grapple and escape grapples.

Keen Senses. Aamat has advantage on Wisdom (Perception) checks that rely on sensing someone in Water.

Suplyed with live. If damage reduces Aamat to 0 hit points, aslong as long as the hoses are not reduced, unless the damage is radiant or from a critical hit, he stands up again. ( with 20 hp with 3 hose; with10 hp with 2 hose; with 1 hp with 1 hose remaining).

Actions

Multiattack. Aamat makes two Claw attacks, each of which it can replace with one use of Fling or Crushing Grip.

Swipe. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 20 (3d8 + 7) slashing damage.

Crushing Grip. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 17 (3d6 + 7) bludgeoning damage, and the target is grappled (escape DC 18). Until this grapple ends, the target is restrained. Aamat has 1 Larger Hand, which can grapple one target.

Fling. One Large or smaller object held or creature grappled by Aamat is thrown up to 40 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 13 Dexterity saving throw or take the same damage and be knocked prone.

Lightning Strike. Aamat magically creates one bolts of lightning, which can strike a target the kraken can see within 90 feet of it. A target must make a DC 18 Dexterity saving throw, taking 22 (4d10) lightning damage on a failed save, or half as much damage on a successful one.

Legendary Actions

Aamat 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. Aamat regains spent legendary actions at the start of its turn.

Crushing Grip, Swipe or Fling. Aamat makes one Crushing Grip, Swipe or uses its Fling.

Lightning Strike (Costs 2 Actions). Aamat uses Lightning Strike.

Necrotic Cloud (Costs 3 Actions). Aamat expels A Necrotic cloud in a 20-foot radius. The cloud spreads around corners, and that area is heavily obscured to creatures other than Aamat. Each creature other than Aamat that ends its turn there must succeed on a DC 16 Wisdom saving throw to not swollow the water (Concentrating on your breathing gives you an advantage on the save. The rules for concentration on spells apply), taking 11 (3d6 + 2) necrotic damage and the target's Strength score is reduced by 1d4. The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest. on a failed save, or half as much damage and no weakening on a successful one. A strong current disperses the cloud, which otherwise disappears at the end of Aamats next turn.

Lair and Lair Actions

Aamats’s Lair

Lair Actions

On initiative count 20 (losing initiative ties), Aamat takes a lair action to cause one of the following magical effects:

  • A strong current moves through Aamats’s lair. Each creature within 60 feet of the kraken must succeed on a DC 18 Strength saving throw or be pushed up to 60 feet away from Aamat. On a success, the creature is pushed 10 feet away from Aamat.
  • Creature other than Aamat that ends its turn in the water must succeed on a DC 12 Wisdom saving throw to not swollow the water (Concentrating on your breathing gives you an advantage on the save. The rules for concentration on spells apply), taking 8 (2d6 + 2) necrotic damage and the target's Strength score is reduced by 1d4. The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest. on a failed save, or half as much damage and no weakening on a successful one.
  • The water in Aamats’s lair and all Wett surfices (flore and Walls up to 10 feat) becomes electrically charged. All creatures within 120 feet of Aamat must succeed on a DC 18 Constitution saving throw, taking 8 (2d8) lightning damage on a failed save, or half as much damage on a successful one.
  • (1d6) Goules Spawn in his Layer

Monster Tags: undead

Habitat: UnderwaterUrban

Nedron

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