Gargantuan Celestial, Chaotic Neutral
Armor Class 19 (natural armor)
Hit Points 500 (20d20 + 50)
Speed 50 ft., Swim 200 ft. Becomes water and can flow to any point instantaneously.
STR
20 (+5)
DEX
25 (+7)
CON
28 (+9)
INT
29 (+9)
WIS
30 (+10)
CHA
15 (+2)
Saving Throws WIS +19
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks; All
Senses Blindsight 50 ft, Darkvision 60 ft., Passive Perception 20
Languages All languages, he speaks to the mind not the mouth
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

Slippery Body. Grapples on the axolotl have disadvantage due to it's slimy fish body. 

Amphibious. Billy can breathe air and underwater. 

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

Regeneration. Billy may spend one of its multiattack actions to heal 1d10 + 4 health and regenerate a limb.

Camouflage. Billy has advantage on Dexterity (Stealth) checks made to hide in swampy, underwater and dungeon terrains (provided there is ample moisture present).

Sludge Breath. Billy spits out a torrent of toxic water at an enemy. It deals 12 (1d6+3) poison damage except it doesn't acknowledge immunity to water and deals extra damage to fire elementals. Fire newts have an immunity to this power. It can only be used twice per day. 

Frightful Presence. Each creature of Billy's choice that is within 120 feet of Billy and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to Billy's Frightful Presence for the next 2 turns.

Legendary Resistance (3/Day). If Billy fails a saving throw, it can choose to succeed instead.

Water Form. Billy can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.

Elemental Nature. An eternal conqueror doesn't require air, food, drink, or sleep.

Siege Monster. Billy does double damage on objects and structures

 

Actions

Multiattack. Billy can use its Frightful Presence or Regeneration. He then can make up to four attacks: one with his bite, one with his tail and two with his claws. 

Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 5) slashing damage.

Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 14 (2d10 + 5) piercing damage plus 8 (2d8) acid damage.

Tail. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 7) bludgeoning damage and the target is grappled (escape DC 14). Until this grapple ends, the target is restrained, Billy can automatically hit the target with its tail.

Frightful Presence. Each creature of Billy's choice that is within 120 feet of Billy and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to Billy's Frightful Presence for the next 2 turns.

Sludge Breath. Billy spits out a torrent of toxic water at an enemy. It deals 12 (1d6+5) poison damage except it doesn't acknowledge immunity to water and deals extra damage to fire elementals. Fire newts have an immunity to this power. It can only be used twice per day. 

Water Vortex: Target player must make a DC 18 Dexterity saving throw. if succeeds then player gets pushed 10-20 feet from original spot. if failed, target player takes 13 (2d10 +2) slashing damage.

Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.

 

Reactions

Parry. Billy adds 3 to its AC against one melee attack that would hit it. To do so, Billy must see the attacker and be wielding a melee weapon.

Legendary Actions

Billy can take 3 legendary actions, choosing form the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Billy regains spent legendary actions at the start of its turn.

Detect. Billy makes a Wisdom (Perception) check.

Water whip. Billy makes a water whip. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.

Control Water (Costs 2 Actions). Billy casts control water with the bludgeoning damage of the whirlpool and to objects is increased to 6d8 rather than 2d8 (spell save DC 21). Billy maintains concentration and has advantage on Constitution saving throws to maintain it.

 

Description

Is formed after Billy the axolotl is released from his imprisonment by the wielder of the Ring of Billy the Axolotl and interacts with water. The fish of the stream conglomerate and form an axolotl as large as the surrounding water and any water it encounters with Billy being at the center of the head of the large lizard. It will seek to grow its size by any means necessary. Essentially all attacks on the creature is pointless because the fish will conglomerate and replace any damage. Since he is chaotic neutral, Billy will be gracious and leave you alone if you treated him well. However, if you were rude or mis-mannered, you will be dealt with. You can try to reason. You can try to beg. You can try to run. But Billy...Billy will come.

JackF

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