Large Monstrosity, Neutral Evil
Armor Class 27 Natural
Hit Points 220 (20d12 + 100)
Speed 50 ft., while underwater this creature is immune to being knocked prone. , Walk 25 ft., Climb 15 ft.
STR
28 (+9)
DEX
16 (+3)
CON
20 (+5)
INT
6 (-2)
WIS
15 (+2)
CHA
15 (+2)
Saving Throws STR +15, CON +11
Damage Vulnerabilities Lightning
Damage Resistances Cold, Fire
Damage Immunities Acid, Force, Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Frightened, Prone
Senses Blindsight 60, Darkvision 120, Passive Perception 14
Languages primordial
Challenge 18 (20,000 XP)
Proficiency Bonus +6
Traits

ThunderClaw- this creatures attacks have reach and the damage and effects change depending on if a target is hit at 5 or 10 ft. if hit at 5 ft the target must succeed a strength save DC 20 or be pushed back 5 feet. if hit at 10 ft, the target must succeed a constitution save DC 20 or be stunned until their next turn

Actions

Multi Attack- as an action this creature may attempt 2 attacks, one with each of its main claws. Range: 5/10, Attack: +15, Hit: 36 (4d12+9 either bludgeoning at 5 ft or thunder at 10 ft)

Bonus Action- this creature may attempt a grapple as a bonus action upon a successful melee attack against a a target up to one size larger than it. Strength save DC 20

Bonus Action- While underwater, this creature can take the disengage action as a bonus action

Reactions

Thunderwave- This creature may choose to cast the spell Thunderwave at level 4 for free as a reaction to being struck by a successful melee attack. DC 20 save

this cast is seen as an innate physical ability of the creature and as such is not affected by anti magic or counter spell.

this ability recharges on a 5 or 6 rolled on a d6 at the end of its turn

Ambush Predator- this creature may choose to use an attack of opportunity on a creature entering its melee range

Description

These hulking underwater behemoths patrol the hallowed grounds or temple of its eldritch master, worn and time weathered stone structures and caverns deep underneath the sea. To many these temples are long forgotten to time since the days when they once arose above the surface, eons ago. now crumbling and decrepit, these ancient ziggurat now lie dormant aside from the few ancient unaging protectors that prowl and forever protect the silt covered halls, chambers, and passageways.

The appearance of these time worn monstrosities resemble that of the small but powerful Mantis Shrimp. covered in thick iridescent chitin that shimmers and shines even in the blackened depths of the ocean floor. it carries two massive claws that can be extended to assault its prey at near incomprehensible speeds, not unlike that of the broadside cannons that many sailors attempted to fight back and defend against these creatures.

powerful and beautiful, the gem like shine of their shells have attracted many a greedy sailor and treasure hunter to a watery grave. deep under the surface, where their bodies are brought inside of their nearby temple or cavern and offered to the long silent eldritch masters these creatures once served.

while these creatures are exceedingly dangerous, they will rarely venture far from whatever hallowed ground they were ordered to protect. however if ever one is seen far from a known temple, there can only be one of two reasons. either, there is a temple undiscovered, much closer than once believed. or the more troubling reality, that the creatures long silent master has awoken and is demanding of sustenance or offerings.

Monster Tags: abberationmonstrosity

Habitat: Underwater

AnglosVM

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