| Mod | Save | ||
|---|---|---|---|
| STR | 26 | +8 | +29 |
| DEX | 24 | +7 | +26 |
| CON | 30 | +10 | +34 |
| Mod | Save | ||
|---|---|---|---|
| INT | 26 | +8 | +27 |
| WIS | 24 | +7 | +25 |
| CHA | 26 | +8 | +27 |
-
Primordial Carapace. Titanic plates and abyssal wards grant +4 AC (included) and resistance to cold, fire, lightning, thunder, force, and nonmagical bludgeoning/piercing/slashing; immunity to poison damage and disease. Its weapon attacks are magical.
-
Abyssal Spatial Sense. The Beast perceives pressure shifts and spacetime eddies; it has blindsight 60 ft, tremorsense 60 ft (only while in contact with a surface or water), and cannot be surprised while submerged.
-
Hydrogravitic Locomotion. The Beast can breathe water and air, ignores nonmagical difficult terrain in water, and has perfect maneuvering while swimming (turning does not cost movement).
-
Rage of the Deep. When first reduced to half HP, the Beast enters a controlled berserk: it gains +2 to attack rolls, deals +1d8 extra cold or thunder on hits, and has advantage on STR checks/saves until combat ends (once per rest).
-
Magic-Hardened Mind. Advantage on saving throws against spells and other magical effects (Magic Resistance).
-
Multiattack (Cyclopean Onslaught). The Beast makes three attacks in any combination of Rending Tentacle, Abyssal Bite, and Seismic Fin Slam, or it makes two attacks and uses Hadopelagic Roar or Reality Shear.
-
Rending Tentacle (Melee Weapon Attack). +15 to hit, reach 20 ft., one target. Hit: 3d8 + 8 bludgeoning plus 1d6 cold. Large or smaller target must succeed on a DC 21 STR save or be grappled (escape DC 21) and restrained. A restrained target takes 10 cold at the start of each of its turns.
-
Abyssal Bite (Melee Weapon Attack). +15 to hit, reach 10 ft., one target. Hit: 3d10 + 8 piercing plus 1d6 thunder. If the target is grappled by the Beast, add +1d10 piercing.
-
Seismic Fin Slam (Melee Weapon Attack). +15 to hit, reach 15 ft., one target. Hit: 2d10 + 8 bludgeoning; creatures within 10 ft of the target make a DC 21 DEX save or take 2d6 thunder and are knocked prone (creatures fully in water are not knocked prone but are pushed 10 ft).
-
Hadopelagic Roar (Recharge 5–6). A cone of crushing sound: 60-ft cone; creatures of choice must make a DC 21 CON save, taking 8d6 thunder on a failure or half on a success. Failure: also deafened and speed −10 ft until the end of their next turn. Objects/structures in the cone take double damage.
-
Reality Shear (1/Short Rest). The Beast twists local space at a point it can see within 120 ft, opening a ripping vortex (20-ft-radius sphere) that lasts until the start of its next turn. Creatures of choice in the area make a DC 21 CON save, taking 6d8 force on a failure or half on a success. Failure: also pulled 20 ft toward the center and restrained by rending currents until they or an adjacent ally succeeds a DC 21 STR check (end of the restrained).
-
Abyssal Jet. Dash up to 30 ft (or 60 ft if swimming) without provoking opportunity attacks.
-
Levitation Surge. The Beast gains a fly speed 40 ft (hover) until the start of its next turn.
-
Primordial Focus (2/Day). End one of the following on itself: charmed, frightened, paralyzed, restrained, stunned.
-
Tectonic Rebuff. When a creature within 10 ft hits the Beast, it releases a pressure shock; the attacker must succeed on a DC 21 STR save or take 2d8 thunder and be pushed 10 ft (no push if underwater; instead disadvantage on its next attack).
-
Warped Wake. When targeted by a ranged spell attack the Beast can see, add +4 to AC against that attack; on a miss, the caster takes 2d8 force from space-shear backlash.
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 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
In the Winx Club cosmos, tales speak of a pre-magical leviathan that split undersea canyons with a cry, felt intrusions across dimensions, and shook whole seas with a single turn—an ancient thing of Power Primordial that fights by pinning foes in coils, collapsing structures with sonic shock, and warping currents and space so enemies cannot flee.
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.
Comments