Amphibious. Enter the description for your special trait.
Freedom of Movement. Calypso ignores difficult terrain, and magical effects can't reduce her speed or cause her to be restrained. She can spend 5 feet of movement to escape from nonmagical restraints or being grappled
Legendary Resistance (3/Day). If Calypso fails a saving throw, she can choose to succeed instead.
Magic Resistance. Calypso has advantage on saving throws against spells and other magical effects.
Innate Spellcasting. Calypso's innate spellcasting ability is Wisdom (spell save DC 15). Calypso can innately cast the following spells, requiring no material components:
At will: Tidal Wave, Edvard's Black Tentacles, Watery Sphere
3/day each: Maelstrom, Tsunami , Control Water
Multiattack. Calypso can use her Frightful Presence. She then can make five attacks: two with her claws and three for tentacles, each of which it can replace with one use of Fling.
Claws. Melee Weapon Attack: +18 to hit, reach 15 ft., one target. Hit: 32 (4d10 + 10) slashing damage.
Tentacles. Melee Weapon Attack: +17 to hit, reach 30 ft., one target. Hit: 20 (3d6 + 10) bludgeoning damage, and the target is grappled (escape DC 18). Until grapple ends, the target is restrained. Calypso has ten tentacles, each of which can grapple one target.
Fling. One Large or smaller object held or creature Grappled by Calypso is Thrown up to 60 feet in a random direction and knocked prone. If a Thrown target strikes a solid surface, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was Thrown. If the target is Thrown at another creature, that creature must succeed on a DC 18 Dexterity saving throw or take the same damage and be knocked prone.
Hydro Jet. Calypso can spew out a pressurized stream of water from its mouth. It travels in a 120 feet line. The DC for this saving throw is 20 Constitution saving throw, taking 72 (16d8) of force damage on a failed save, or half as much on a successful one.
Reaction Name. Enter the description for your action.
Calypso can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Calypso regains a spent action at the start of her turn.
Alpha Hivemind (Costs 3 Actions).Calypso can summon 5 Merrow to aid her when her initial wave of Merrow are defeated after every six turns.
Tentacle Attack or Fling. Calypso can make one tentacle attack or use her Fling.
Frenzied Attack (Costs 2 Actions). Calypso can make a claw attack, however will be left open to an advantage attack.
Description
Calypso slumbers under the deepest part of the abyss in the sea. described as an all powerful sea goddess and the only thing big enough to hunt a Kraken actively. The merfolk steer clear away from the horrific beast lest they become her next meal. The merrow worship her as their goddess and pledge their allegiance to her only. Calypso is gigantic aquatic sentient beast. She is covered in armor plated scales, spikes and prehensile tentacles that have incredible crushing power. 15 ft. razor sharp claws and sword-like teeth to rip through her prey and ships.
Lair and Lair Actions
Calypso lives in a graveyard of old sunken ships, whale and kraken skeletons, and a old merfolk ruin that is rumored to hold long lost treasures of the forgotten city.
Lair Actions
On initiative count 20 (losing initiative ties), Calypso takes a lair action to cause one of the following effects; Calypso can’t use the same effect two rounds in a row:
- Turbulent winds howl in a 60 foot radius around Calypso and creatures must succeed a DC 22 strength saving throw or to be pushed away 60 feet away from her on a fail or 10 feet on a successful one.
- Raging waves thrash around Calypso and creature hit by one of the waves must succeed a Dexterity saving throw or be knocked prone on a fail save or pushed back 10 feet on a successful one.
- Calypso's lair will be surrounded in a wall of water that is 120 feet high and any creature trying to escape must make a Strength saving throw or take 42 (7d6) of force damage on a failed save or half as much on a successful one.
Regional Effects
The region containing the legendary Calypso lair is altered by her being awoken, which creates one or more of the following effects:
- Calypso can make the seas thrash and the winds howl at her will. These effects seem similar to a hurricane
- Aquatic creatures within a 3 mile radius and intelligence score of 10 or lower are charmed by her and are aggressive toward intruders.
- Merrow guarding her layer are given a +2 to strength and can move an extra 10 feet in water.
If the [monster name] dies, these effects fade over the course of #d# days.
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Posted Jan 12, 2025I find the idea of a boss like this really cool. You rarely get to see water bosses, despite how common they may seem in movies, that actually command other creatures, and I really love a water based boss that can follow you on land, even though the ocean is its most optimal setting. Like what you have going on here. I might use this at some point for a campaign that I am doing.