Huge Aberration (Titan), Chaotic Evil
Armor Class 17 (Natural Armor)
Hit Points 202 (15d12 + 105)
Speed 20 ft., Swim 40 ft.
STR
25 (+7)
DEX
9 (-1)
CON
25 (+7)
INT
5 (-3)
WIS
20 (+5)
CHA
3 (-4)
Saving Throws DEX +3, CON +11, CHA +0
Skills Athletics +11, Intimidation +4, Perception +13, Stealth +7, Survival +9
Damage Resistances Acid, Cold
Damage Immunities Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Darkvision 120 ft., Passive Perception 23
Languages Understands Primordial and speaks a small amount of Aquan
Challenge 11 (7,200 XP)
Proficiency Bonus +4
Traits

Cud Chum. If the titan starts its turn with its Acid Glob already charged and it is currently swallowing one or more Medium or Small creatures, it must make a DC 15 Wisdom saving throw. On a failed save, it is forced to use Acid Glob as its action for this turn unless it is somehow incapable of doing so. It may choose the target as normal.

Dazzling Bioluminescence.  The titan sheds dim light in a 0 to 20 foot radius. The titan can alter the size of the radius as a bonus action. Any creature with a natural swimming speed that starts its turn within this radius or enters the area for the first time on a turn must succeed on a DC 17 Wisdom saving throw. On a failed save, it is charmed by the titan until it is no longer illuminated by the light or until it takes damage. A creature charmed in this way is also incapacitated. A creature that succeeds on this saving throw or has the effect end for it is immune to the effect for the next 24 hours. Vampire Squids automatically fail this saving throw.

Digestive Regeneration. At the start of each of its turns, the titan deals 25 (10d4) acid damage to any creatures it has swallowed and regains hit points equal to half the combined damage taken by all swallowed creatures. If it causes a creature to fail a death saving throw, it regains a number of hit points equal to that creature's number of hit dice.

Innate Spellcasting. The titan's spellcasting ability is Wisdom (spell save DC 17). It can cast the following spells, requiring no material components:

3/day each: Command (3rd-level version), Dispel Magic, Hunter's Mark (3rd-level version)

Legendary Resistance (2/day). If the titan fails a saving throw, it can choose to succeed instead.

Limited Amphibiousness. The titan can breathe air and water, but it needs to be submerged at least once every 4 hours to avoid suffocating.

Magic Resistance. The titan has advantage on saving throws against spells and other magical effects.

Actions

Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 17 (3d6 + 7) piercing damage plus 5 (2d4) acid damage. If the target is a creature, it must succeed on a DC 19 Strength saving throw or be grappled (escape DC 19). While grappled in this way, it is also restrained. If the target is coated in acid from the titan's Acid Glob action, this attack has advantage.

Swallow. The titan makes a bite attack against a Medium or smaller target it is grappling. If the attack hits, the target is also swallowed, and the grapple ends. While swallowed, the target is blinded and restrained, it has total cover against attacks and other effects outside the titan, and it takes acid damage at the start of each of the titan's turns as described in digestive regeneration. The titan can have up to two Small or Medium creatures swallowed at a time. 

If the titan takes 30 damage or more on a single turn from a swallowed creature, it immediately recharges its Acid Glob.

If the titan dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 15 feet of movement, exiting prone.

Claw. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 14 (3d4 + 7) slashing damage. This attack deals double damage to objects and structures.

Squid Launcher (2/day). The titan launches a Vampire Squad at a creature it can see within 120 feet of itself. The target must make a DC 19 Dexterity saving throw. On a failed save, the attaches to it. On a successful save, the squid appears at an unoccupied space within 5 feet of it. A Vampire Squid uses the statistics of a Stirge with the following changes:

  • It can breathe only underwater or while attached to a creature.
  • It replaces its flying speed with a swimming speed.
  • It has advantage on melee attack rolls against any creature that doesn't have all its hit points.
  • If forcibly detached from a creature, it can use its reaction to immediately make a Blood Drain attack against the creature that detached it.
  • It is immune to all damage except psychic damage while attached to a target and when it would take damage it's immune to, the target takes it instead.
  • It does not detach from its prey until the prey is dead.
  • For each turn after the first that it remains attached to a target, the damage from Blood Loss increases by 1d4.

Acid Glob (Recharge 5-6). The titan spits a glob of acidic mucus at a point it can see within 60 feet of itself. Each creature within 20 feet of that point must make a DC 19 Dexterity saving throw. On a failed save, it takes 20d4 acid damage and is coated in acid. A creature coated in acid takes 5d4 acid damage at the end of each of its turns and has its movement speed halved. The acid remains until the target or another creature within 5 feet of it uses an action to scrape it off. Alternatively, if a creature spends its entire turn fully submerged underwater, the acid is washed away at the end of the turn (after dealing its damage). On a successful save, a creature takes half as much damage and is not coated in acid.

If the titan has any swallowed creatures when it uses this action, they are expelled and land in the center of the acid glob. They take 1d6 bludgeoning damage for every 10 feet away from the titan they land, or half as much damage if they land underwater, and must make the Dexterity saving throw for Acid Glob as one of its targets.

Bonus Actions

Silent Swimmer. While underwater, the titan can attempt to hide as a bonus action.

Reactions

Ambush Predator. When a creature enters the reach of the titan's bite, it can use its reaction to make a bite attack against that creature.

Legendary Actions

The titan 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 titan regains spent legendary actions at the start of its turn.

Attack. The titan makes a claw attack or uses its squid launcher.

Move. The titan moves up to half its speed.

Chomp (Costs 2 Actions). The titan makes a bite attack or uses its swallow.

Description

Aknudag the Deep Sea Titan began its life as a cud quipper, a saltwater cousin of the standard quipper, noted for its habit of regurgitating food before eating it again, much like a cow as well as its tendency to follow behind giant sharks to feed on the scraps of their meals. The quipper that would become Aknudag was part of such a school following behind a giant shark on the day that the shark attacked a deep sea settlement of kuo-toa.  The kuo-toa prayed for deliverance and their mysterious chants transformed one of the quippers behind the shark into a monstrous creature. Its body mutated into a bipedal form, standing 25 feet tall, its legs ending in massive webbed feet and its arms in three-fingered claws. Its head grew a bony ridge glistening with a fell light and from its jaws jutted even more teeth then its maw held before.

The newly born titan easily killed the shark and ripped it to pieces before eating it. For a time, it lived amongst the kuo-toa, who gave it its name. The kuo-toa of this village had developed a technology akin to an underwater double-barreled ballista that fired bloodsucking squids as ammunition. The kuo-toa taught Aknudag how to wield one of these like a crossbow as well as teaching it a little bit of the Aquan language and even a small amount of magic. One day, the village chief recieved a small cut while with Aknudag. Aknudag instinctively ate him and found the taste of kuo-toa flesh so delicious that it proceeded to slaughter and consume the entire village. It tried eating one of the Vampire Squids as well but found them to be distasteful so instead it lead the squids deep into the ocean in search of new prey.

Today, Aknudag, prowls the ocean depths, devouring almost anything except the squids that follow in its wake. It has even been known to crack open Apparati of Kwalish like lobsters to eat the helpless adventures inside.

Lair and Lair Actions

Aknudag makes its lair in a deep sea cavern, creating the following effects. While within its lair, Aknudag's CR increases to 12 (8400 EXP).

  • The water within one mile of the lair is infested with Vampire Squads, which allows the Aknudag to use its Squid Launcher at will.
  • The water is frigid within one mile of the lair. A creature can be immersed in frigid water for a number of minutes equal to its Constitution score before suffering any ill effects. Each additional minute spent in frigid water requires the creature to succeed on a DC 10 Constitution saving throw or gain one level of exhaustion. Creatures with resistance or immunity to cold damage automatically succeed on the saving throw. as do creatures that are naturally adapted to living in ice-cold water.
  • The water is under extreme pressure within one mile of the lair. Each creature within one mile of the lair must make a DC 15 Constitution saving throw at the start of each of its turns, taking 1d6 bludgeoning damage on a failed saving throw. Each time it succeeds, the DC increases by 1 until it fails, at which point the DC resets to 15. Creatures that are naturally adapted to living in deep ocean waters (including Aknudag and its Vampire Squids) automatically succeed on this saving throw.

Previous Versions

Name Date Modified Views Adds Version Actions
5/6/2025 7:46:39 AM
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Coming Soon

Monster Tags: Misc Creature

Habitat: Underwater

Newb_DM

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