Large Celestial, Neutral Good
Armor Class 18 Armor
Hit Points 999 (1d10 + 1000)
Speed 40 ft., Walk 10 ft.
STR
18 (+4)
DEX
17 (+3)
CON
19 (+4)
INT
16 (+3)
WIS
18 (+4)
CHA
15 (+2)
Saving Throws STR +10, WIS +10
Skills History +0, Religion +0
Damage Resistances Fire
Damage Immunities Cold
Condition Immunities Exhaustion, Frightened
Senses Darkvision, Passive Perception 12
Languages Celestial, Common, Telepathy Common,Elven, and Dwarven
Challenge 19 (22,000 XP)
Proficiency Bonus +6
Traits

 

Spellcasting. The Walrus God is a 19-level spellcaster. Its spellcasting ability is +2 (spell save DC 17, +15 to hit with spell attacks). The WalrusGod has following spells prepared:
Create Water,Wall of Water, and Water Ball. 

 
Actions

 Action Melee Attack. Bash: +15 to hit, reach 10 ft Hit: 25

Action Melee Attack.Spikes: +14 to hit, reach 8 ft Hit: 20

Reactions

 

 
Legendary Actions

Enter the description for how legendary actions work for your monster here.

Tidal Wave. If water is within 100 feet of the Walrus God q

Description

A large brown walrus with bronze and gold armor covering its body. 

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.

Previous Versions

Name Date Modified Views Adds Version Actions
6/11/2020 7:12:09 PM
18
1
--
Coming Soon

Monster Tags: Elemental

Habitat: CoastalUnderwater

BloodstonePGH

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