Huge Monstrosity
Armor Class 17 Natural
Hit Points 187 (14d12 + 84)
Speed 40 ft., Walk 40 ft.
STR
27 (+8)
DEX
10 (+0)
CON
22 (+6)
INT
10 (+0)
WIS
14 (+2)
CHA
16 (+3)
Skills Athletics +19, Perception +7
Damage Immunities Necrotic
Senses Darkvision 60ft, Passive Perception 15
Languages --
Challenge 12 (8,400 XP)
Proficiency Bonus +4
Traits

Amphibious. The giant can breathe air and water.

Salt Armor. When the giant rolls for initiative, it gains 30 temporary hit points. If all temporary hit points have been depleted, the giant’s Armor Class is reduced by 5 and creatures within 30 ft of the giant must make a DC 14 Constitution saving throw as their armor dissolves and bursts into a cloud of salt. On a failure, a creature is Blinded until the end of their next turn. While the Salt Armor is in place, the Salt Giant has Vulnerability to bludgeoning damage and Resistance to slashing and piercing damage.

Vulnerability to Exorcism. The Akryung is possessed by the myriad curses polluting its body. When the Akryung is targeted by an effect that ends curses or sends it to another plane, it instead takes 7d8 radiant damage. When the spell was cast using a 4th level spell slot or higher, the damage increases by 1d8 for each slot level above 3rd. When it’s reduced to 0 hit points in this way, the Akryung’s template is removed and it returns to its original form, unconscious.


Siege Monster. The giant deals double damage to Objects and structures.

Actions

Multiattack. The giant makes two Tentacle attacks.

Tentacle. Melee Weapon Attack: +11 to hit, reach 20 ft., one target. Hit: (3d6+8) bludgeoning damage. The target is pulled 10 feet closer to the akryung in a straight line.

Rock. Ranged Weapon Attack: +11 to hit, reach 60/240 ft., one target. Hit: (4d10+8) bludgeoning damage. If the target is a creature, it must succeed on a DC 19 Strength saving throw or be knocked prone.

Lightning Bolt (Recharge 5-6). The giant casts lightning bolt (DC 15).

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

Mythic Action Name. Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

Though once tranquil creatures at peace even against the harshest of tides, the planar alchemy of the Dark Mudang corrupted the Ocean Giant. Dark Realm influence amplified their latent, violent urges by a hundredfold. Representing the rage of the seas, they became creatures whose behaviors are akin to a maelstrom. They mastered the secret of gathering salt from seawater to instantaneously forge armor. Even after their transformation, they retain their craftsmanship on an instinctive level.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Rshaun

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