Gargantuan Elemental (Water), Chaotic Evil
Armor Class 26 Natural Armor
Hit Points 697 (34d20 + 340)
Speed 60 ft.
STR
27 (+8)
DEX
13 (+1)
CON
30 (+10)
INT
11 (+0)
WIS
19 (+4)
CHA
11 (+0)
Saving Throws STR +17, DEX +10, CON +19, WIS +13
Damage Resistances Bludgeoning, Force, Radiant, Thunder
Damage Immunities Acid, Fire, Necrotic, Piercing, Poison, Psychic, Slashing, Bludgeoning damage from falling
Senses Passive Perception 19
Languages --
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

Legendary Resistance (5/Day). When the All-Devouring Narwhal fails a Saving Throw, it can choose to succeed instead.

Magic Resistance. The All-Devouring Narwhal has Advantage on Saving Throws against spells and other magical effects.

Horrifying Presence. Any creature that starts its turn within 60 ft. of the All-Devouring Narwhal must succeed a DC 20 Wisdom Saving Throw or become Frightened until the end of their next turn. They can repeat the save on the start of their turn, ending the condition on a success. On a successful save, that creature is immune to the Tarrasque's Horrifying Presence for the next 24 hours.

Actions

Dive. The All-Devouring Narwhal slams down from above. DC 25 Dexterity Saving Throw: All creatures within a 60 ft. emanation centered on a point within 120 ft. of the All-Devouring Narwhal. Fail: 106 (14d12+25) Bludgeoning damage Success: half damage only

Astral Downpour. The All-Devouring Narwhal summons a beam of light falling from the sky on up to 4 targets within 300 ft. of the All-Devouring Narwhal. Spell Attack Roll: +19 to hit. Each beam of light deals 58 (10d8+13) Radiant damage on a hit.

Starfall Shower. The All-Devouring Narwhal summons crystals to rain down from the sky on a 300 ft. diameter circular area within 600 ft. of the All-Devouring Narwhal. Every creature in the Area of Effect must make a DC 25 Dexterity Saving Throw. On a failed save, the creature takes 150 (20d12+20) Bludgeoning Damage, half on a successful save. This action has a three turn cooldown.

Bonus Actions

Tidal Wave. Every creature within 60 ft. of the All-Devouring Narwhal must make a DC 20 Dexterity Saving Throw: On a fail, the creature takes 26 (4d8+8) Bludgeoning damage and is knocked prone. On a success, the creature takes half damage only.

Legendary Actions

Legendary Action Uses: 6. The All-Devouring Narwhal can expand a use to take one of the following legendary actions below as a bonus action. The All-Devouring Narwhal regains all expended uses each day.

Devour (Costs 1 Use). The All-Devouring Narwhal devours a Large or smaller creature within 60 ft. The targeted creature must make a DC 30 Strength Saving Throw: On a fail, the creature will be devoured and transferred to the All-Devouring Narwhal's inside pocket dimension. On a success, nothing happens. In the All-Devouring Narwhal's pocket dimension is a small Arena in a void with a creature of the DM's choice. In order to break out, the creature must be defeated. When the creature inside is defeated, all devoured creatures escape and the All-devouring Narwhal gets paralyzed for 2 turns.

Energy Absorption (Costs 2 Uses). The All-Devouring Narwhal absorbs the power of the elemental plane of water to heal 230 (20d12+100) hit points and gain immunity to all damage until its next turn.

Description

A mysterious and gargantuan creature from another world that seeks to devour the entire elemental plane of water.

Monster Tags: Elementalmonstrosity

Habitat: Planar (Elemental Plane of Water)

Flo_1

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