| Mod | Save | ||
|---|---|---|---|
| STR | 28 | +9 | +9 |
| DEX | 16 | +3 | +9 |
| CON | 26 | +8 | +14 |
| Mod | Save | ||
|---|---|---|---|
| INT | 14 | +2 | +2 |
| WIS | 16 | +3 | +9 |
| CHA | 14 | +2 | +2 |
Legendary Resistance (3/Day). If the Torngarsuk fails a saving throw, it can choose to succeed instead.
Aquatic Master. The Torngarsuk is at home in the sea and can move through water without impediment. It can breathe underwater and on land and is immune to the effects of underwater pressure.
Multiattack. The Torngarsuk makes three attacks: one with its bite, one with its tail, and one with its constrict.
Bite. Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 30 (4d10 + 9) piercing damage.
Tail. Melee Weapon Attack: +16 to hit, reach 20 ft., one target. Hit: 24 (3d10 + 9) bludgeoning damage.
Constrict. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 22 (3d8 + 9) bludgeoning damage, and the target is grappled (escape DC 22). Until the grapple ends, the target is restrained, and the Torngarsuk can't constrict another target.
Swallow. The Torngarsuk can swallow a creature it is grappling that is at least one size smaller than it. The swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the Torngarsuk, and it takes 56 (16d6) acid damage at the start of each of the Torngarsuk's turns. If the Torngarsuk takes 30 damage or more on a single turn from a creature inside it, the Torngarsuk must succeed on a DC 20 Constitution saving throw at the end of that turn or regurgitate the swallowed creature, which falls prone in a space within 10 feet of the Torngarsuk. If the Torngarsuk dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 15 feet of movement, exiting prone.
Tidal Crush (Recharge 5-6). The Torngarsuk causes the ocean waters around it to churn violently. All creatures within 60 feet of the Torngarsuk must succeed on a DC 22 Strength saving throw or take 48 (8d12) bludgeoning damage and be pushed 20 feet away from the Torngarsuk. On a successful save, a creature takes half damage and is not pushed.
Tsunami Surge (Recharge 5-6). The Torngarsuk can summon a 30-foot-tall wave of water in a 120-foot line that is 20 feet wide. Creatures in the area must make a DC 22 Strength saving throw or take 70 (20d6) bludgeoning damage and be knocked prone. On a successful save, a creature takes half damage and is not knocked prone.
Giant Sea Serpent’s Grasp. The Torngarsuk can use its Reaction to make a grapple attack (using its Strength modifier) against a creature that hits it with a melee attack. The target is restrained until the grapple ends, and the Torngarsuk can’t grapple another target while this one is restrained.
The Torngarsuk 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 Torngarsuk regains spent legendary actions at the start of its turn.
Detect (Costs 1 Action). The Torngarsuk makes a Wisdom (Perception) check.
Tail Sweep (Costs 1 Action). The Torngarsuk makes a Tail attack.
Crashing Bite (Costs 2 Actions). The Torngarsuk makes a Bite attack, and if it hits, the target is pushed 10 feet away from it.
Description
The Torngarsuk thrives in deep, icy waters but can also function in shallow seas. Its movements cause large waves, often leading to shipwrecks and wreckage being dragged into the depths.
Lair and Lair Actions
Lair Actions
On initiative count 20 (losing initiative ties), the Torngarsuk can take a lair action to cause one of the following effects. The Torngarsuk can’t use the same effect two rounds in a row:
Regional Effects
The region containing an Ancient Torngarsuk’s lair is warped by its power over water and spirits, which creates one or more of the following effects
Effect: The land surrounding the Torngarsuk's lair is constantly swept by fierce, biting winds that carry the echoes of the past. These winds can disorient and confuse travelers, adding an element of mystery and danger to the terrain.
Frozen Winds of the Ancients
The winds create difficult terrain in a 1-mile radius around the lair, making movement slow and treacherous.
The winds cause constant blizzards or snowstorms that obscure vision, imposing disadvantage on all Wisdom (Perception) checks that rely on sight within this area.
Once per day, at the DM’s discretion, a creature within the region may be struck by a ghostly wind spirit, causing 2d6 cold damage and imposing the blinded condition for 1 minute unless the creature succeeds on a DC 18 Constitution saving throw.
Effect: The Torngarsuk’s lair is surrounded by the restless spirits of ancient predators—giant beasts, great wolves, and mythic creatures—that haunt the land, hunting those who dare to approach. These spirits are drawn to the scent of living creatures, making the region feel alive with hidden threats.
Echoes of the Hunt
Creatures traveling through the region must succeed on a DC 20 Wisdom saving throw once every 12 hours of travel or feel the presence of being stalked by invisible predators. On a failed save, the creature is followed by spectral hunters for 24 hours. These spectral hunters do not directly engage in combat but create disturbances in the environment: eerie growls, unsettling noises, and the feeling of being watched, imposing disadvantage on Stealth checks and reducing the creature’s speed by 10 feet.
If a creature becomes isolated from the rest of the group (e.g., separated by more than 300 feet or in an area of natural cover like a cave), the spectral hunters materialize and attack. These spirits take the form of phantom wolves (use the stats of wolves but with the ability to pass through walls) and strike from the shadows, dealing 3d6 necrotic damage on a hit.
If the Ancient Torngarsuk dies, these effects fade over the course of 1d4 days.
Previous Versions
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4/9/2025 6:31:42 AM
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4/11/2025 8:21:45 AM
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Coming Soon
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