Gargantuan Beast, Unaligned
Armor Class 20 (natural armor)
Hit Points 472 (31d20 + 124)
Speed 20 ft., Swim 100 ft.
STR
30 (+10)
DEX
14 (+2)
CON
26 (+8)
INT
16 (+3)
WIS
20 (+5)
CHA
18 (+4)
Saving Throws STR +17, CON +15, WIS +12
Skills Insight +12, Perception +12
Damage Resistances Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Cold, Force
Condition Immunities Charmed, Frightened, Paralyzed
Senses Blindsight 120 ft., Darkvision 120 ft., Passive Perception 22
Languages Aquan, Common, Primordial, Telepathy 120 ft.
Challenge 24 (62,000 XP)
Proficiency Bonus +7
Traits

Amphibious: The Amethyst Whale can breathe air and water.

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

Siege Monster: The Amethyst Whale deals double damage to objects and structures.

Amethyst Aura: The Amethyst Whale radiates a 60-foot aura of amethyst energy. Creatures of the whale's choice within the aura have advantage on saving throws against magical effects. Blighted creatures within the aura must succeed on a DC 21 Constitution saving throw at the start of their turn or take 36 (8d8) radiant damage and become stunned until the end of their next turn.

Tidal Mastery: The Amethyst Whale can control the ocean around it. As a bonus action, it can create or dispel whirlpools, tidal waves, or strong currents within a 120-foot radius, forcing creatures within the water to succeed on a DC 23 Strength saving throw or be pushed 60 feet in a direction of the whale's choice.

Rejuvenating Waters: When submerged in water, the Amethyst Whale regains 30 hit points at the start of each of its turns.

Blighted Immunity: The Amethyst Whale is immune to the Blighted Scourge infection and cannot be corrupted by Blighted energy, but it can still hurt it.

Actions

Multiattack: The Amethyst Whale makes two Tail attacks and can use Call of the Deep.

Tail: Melee Weapon Attack: +17 to hit, reach 30 ft., one target. Hit: 32 (4d10 + 10) bludgeoning damage. If the target is a creature, it must succeed on a DC 23 Strength saving throw or be knocked prone.

Call of the Deep (Recharge 5-6): The Amethyst Whale unleashes a deep, resonating call that echoes through the ocean, summoning the power of the deep waters. Each creature within 120 feet must succeed on a DC 21 Wisdom saving throw or be stunned for 1 minute. On a successful save, the creature is only deafened until the end of its next turn.

Tsunami (1/Day):  The Amethyst Whale can summon a massive tidal wave in a 120-foot cone. Each creature in the area must make a DC 23 Dexterity saving throw, taking 72 (16d8) bludgeoning damage on a failed save, or half as much on a successful one. On a failed save, creatures are also pushed 60 feet back and knocked prone.

Amethyst Beam (Recharge 6):  The whale can unleash a beam of concentrated amethyst energy in a 120-foot line that is 10 feet wide. Each creature in the line must make a DC 21 Dexterity saving throw, taking 90 (20d8) force damage on a failed save, or half as much on a successful save. Blighted creatures that fail the save are also paralyzed for 1 minute.

Legendary Actions

The Amethyst Whale 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 whale regains spent legendary actions at the start of its turn.

  • Tail Attack: The whale makes one Tail attack.
  • Tidal Push (Costs 2 Actions): The whale creates a surge of water, pushing all creatures within 30 feet 30 feet away from it, forcing them to make a DC 23 Strength saving throw or be knocked prone.
  • Amethyst Shield (Costs 3 Actions): The whale creates a shield of amethyst energy around itself or an ally within 60 feet, granting temporary hit points equal to 40.

Description

Towering over the waves is the Amethyst Whale, a colossal guardian embodying the raw power of the ocean. Its immense size and command over the tides make it a formidable ally and an unyielding foe to those who threaten the balance of the sea. The whale’s presence alone is enough to inspire awe and reverence among all who witness it.

Lair and Lair Actions

On initiative count 20 (losing initiative ties), the Amethyst Whale can take one of the following lair actions, affecting the waters around it:

  • Amethyst Maelstrom: The whale creates a maelstrom in the water, centered on itself, with a 120-foot radius. Each creature in the area must make a DC 23 Strength saving throw or be pulled 40 feet toward the whale and restrained by the current until the start of the whale's next turn.
  • Radiant Pulse: The whale emits a pulse of radiant energy, healing allies within 60 feet for 20 hit points and dealing 20 radiant damage to enemies in the area.
  • Calming Waters: The waters within 120 feet of the whale become calm and tranquil. Blighted creatures in the area have disadvantage on attack rolls and saving throws until the end of the whale's next turn.

Habitat: Underwater

GeralTheLag

Comments

Posts Quoted:
Reply
Clear All Quotes