Gargantuan Fiend (Titan), Neutral Evil
Armor Class 20 (natural armor)
Hit Points 432 (26d20 + 160)
Speed 20 ft., swim 60 ft.
STR
26 (+8)
DEX
10 (+0)
CON
26 (+8)
INT
14 (+2)
WIS
14 (+2)
CHA
14 (+2)
Saving Throws STR +14, CON +14, INT +8, WIS +8
Damage Resistances Cold, Fire, Lightning, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Condition Immunities Frightened, Paralyzed, Poisoned
Senses Darkvision 120 ft., Passive Perception 12
Languages Abyssal, Aquan, Infernal, Telepathy 120 ft. (only with it’s bonder) but can't speak
Challenge 20 (25,000 XP)
Proficiency Bonus +6

Amphibious. Gyruda can breathe air and water.

Companion. Gyruda can only be bonded to a character who’s base attribute scores are all even numbers and is at level 20.

Ingested Summons. At the beginning of combat as a bonus action Gyruda can spit out creatures that it has consumed in the past to fight alongside it.

d10 Name
1 6 Bandit Captains with a boat
2 6 Faerie Dragon (Older)
3 2 Sea Hags
4 2 Ghost
5 2 Chuul
6 2 Banshee
7 Wyvern
8 Young Green Dragon
9 Young Bronze Dragon
10 Froghemoth

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

Siege Monster. Gyruda deals double damage to objects and structures.

Actions

Multiattack. Gyruda makes three tentacle attacks, each of which it can replace with one use of Fling.

Bite. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 21 (3d8 + 8) piercing damage. If the target is a Large or smaller creature grappled by Gyruda, that creature is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside Gyruda, and it takes 42 (12d6) acid damage at the start of each of Gyruda's turns.

If Gyruda takes 50 damage or more on a single turn from a creature inside it, Gyruda must succeed on a DC 24 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of Gyruda. If Gyruda dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 15 feet of movement, exiting prone.

Tentacle. Melee Weapon Attack: +14 to hit, reach 60 ft., one target. Hit: 18 (3d6 + 8) bludgeoning damage, and the target is grappled (escape DC 18). Until this grapple ends, the target is restrained. Gyruda has ten tentacles, each of which can grapple one target.

Fling. One Large or smaller object held or creature grappled by Gyruda 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.

Legendary Actions

Gyruda 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. The kraken regains spent legendary actions at the start of its turn.

Tentacle Attack or Fling. Gyruda makes one tentacle attack or uses its Fling.

Ink Cloud (Costs 3 Actions). While underwater, Gyruda expels an ink cloud in a 60-foot radius. The cloud spreads around corners, and that area is heavily obscured to creatures other than Gyruda. Each creature other than Gyruda that ends its turn there must succeed on a DC 22 Constitution saving throw, taking 16 (3d10) poison damage on a failed save, or half as much damage on a successful one. A strong current disperses the cloud, which otherwise disappears at the end of Gyruda's next turn.

Lair and Lair Actions

Gyruda's Lair

Gyruda lives in dark depths, usually a sunken rift or a cavern filled with detritus, treasure, and wrecked ships.

Lair Actions

On initiative count 20 (losing initiative ties), Gyruda takes a lair action to cause one of the following magical effects:

  • A strong current moves through Gyruda's lair. Each creature within 60 feet of Gyruda must succeed on a DC 23 Strength saving throw or be pushed up to 60 feet away from the kraken. On a success, the creature is pushed 10 feet away from Gyruda.
  • A 30 foot wide whirlpool appears near a target (No target can start within the whirlpool). The area becomes difficult terrain and pulls each target 10 feet in at the end of the round.
  • The activity in the area draws the attention of oceanic predators. Two Hunter Sharks enter the combat taking their turn after Gyruda's.

Regional Effects

The region near Gyruda's lair is warped by the creature’s blasphemous presence, creating the following magical effects:

  • Gyruda can alter the weather at will in a 6-mile radius centered on its lair. The effect is identical to the control weather spell.
  • Aquatic creatures within 6 miles of the lair that have an Intelligence score of 2 or lower are charmed by Gyruda and aggressive toward intruders in the area.

When Gyruda dies, all of these regional effects fade immediately.

Previous Versions

Name Date Modified Views Adds Version Actions
6/20/2020 8:10:42 PM
9
1
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Coming Soon
7/7/2020 6:16:51 PM
65
2
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Coming Soon

Environment: Underwater

stew1416

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