| Mod | Save | ||
|---|---|---|---|
| STR | 30 | +10 | +19 |
| DEX | 20 | +5 | +5 |
| CON | 30 | +10 | +19 |
| Mod | Save | ||
|---|---|---|---|
| INT | 18 | +4 | +4 |
| WIS | 22 | +6 | +15 |
| CHA | 26 | +8 | +17 |
The Storm King
Talos’s lightning and thunder damage ignores resistance. Characters with immunity to lightning or thunder damage take half damage instead. Additionally, thunder damage dealt by Talos shatters all nonmagical structures and cover within 60 feet.
Unless he wishes to be affected, Talos is immune to spells of 6th level or lower. He has advantage on saving throws against all other magical effects.
When a creature hits Talos with a melee weapon attack, it must succeed on a DC 27 Dexterity saving throw or take 14 (4d6) lightning damage. If the attacker is wearing armor made of metal, the saving throw is made with disadvantage.
When Talos is reduced to 0 hit points, he doesn't die. Instead, he laughs as an infinite thunderstorm erupts around him. He immediately regains 615 hit points, his flying speed increases to 120 feet, and areas within 300 feet of him are heavily obscured by torrential rain.
If Talos fails a saving throw, he can choose to succeed instead.
Talos makes three attacks: one with his Lightning Strike and two with his Staff of Winds.
Ranged Spell Attack: +17 to hit, range 150 feet, one target. Hit: 36 (4d12 + 10) lightning damage. The target must succeed on a DC 27 Constitution saving throw or be Blinded until the end of its next turn
Melee Weapon Attack: +19 to hit, reach 10 feet, one target. Hit: 28 (4d8 + 10) bludgeoning damage plus 22 (4d10) thunder damage. The target must succeed on a DC 27 Strength saving throw or be knocked prone and pushed 20 feet away.
Talos calls down an absolute hurricane in a 90-foot radius centered on himself. Each creature in that area must make a DC 27 Dexterity saving throw. On a failed save, a creature takes 44 (8d10) lightning damage and 44 (8d10) thunder damage, and is Deafened for 1 minute. On a successful save, a creature takes half as much damage and isn't deafened.
Description
Lair and Lair Actions
Talos frequents the Towers of Ruin in Pandemonium, this dismal locale extends into the heavens and provides a brief respite from his fury. When encountered in his home, an anger that mortals might dare defy him steals over his body and he attacks, no introductions needed.
On Initiative Count 20 (losing all initiative ties), Talos can take a lair action to cause one of the following effects. He cannot use the same effect two rounds in a row.
Overflowing Rage
A torrential wave of muddy water and debris sweeps across a 30-foot-wide, 100-foot-long line on the ground within the lair. Each creature in that area must succeed on a DC 25 Strength saving throw or take 22 (4d10) bludgeoning damage, be knocked prone, and be pushed 30 feet along the path of the wave. The area then becomes difficult terrain until initiative count 20 on the next round.
The atmospheric pressure drops violently, and a deafening crack of thunder echoes through the lair. Every creature within 120 feet of Talos must succeed on a DC 25 Constitution saving throw or take 14 (4d6) thunder damage and be Deafened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.
A bolt of lightning strikes a stone structure, pillar, or rocky outcropping within the lair, causing it to explode into jagged shards. Each creature within 20 feet of the target structure must make a DC 25 Dexterity saving throw, taking 27 (6d8) piercing damage on a failed save, or half as much damage on a successful one.
Regional Effects
Eye of the Storm: A permanent, inescapable hurricane-force whirlwind spirals outward from the Towers in a tight helix pattern. Any creatures who enter the winds are subjected to The Winds of Pandemonium (See Dungeon Masters Guide) and gain 1 Level of Exhaustion.
Divine Sanctuary: The Towers of Ruin overflow with divine energy, creating palpable, almost overwhelming sensations for any creatures within. Any creatures who worship the Gods of Fury and their allies receive a Divine Blessing of the DM's choice upon entry. (See Dungeon Masters Guide) Also, upon entry to The Towers of Ruin, all creatures gain the effects of a Long Rest (See Players Handbook).
Previous Versions
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