Gargantuan unknown, Neutral Good
Armor Class 45 Natural Armor
Hit Points 1500 (100d20 + 500)
Speed 100 ft., walk 70 ft.
STR
30 (+10)
DEX
30 (+10)
CON
30 (+10)
INT
30 (+10)
WIS
30 (+10)
CHA
30 (+10)
Saving Throws STR +19, DEX +19, CON +19, INT +19, WIS +19, CHA +19
Damage Resistances Ranged Attacks, Damage Dealt By Traps; All, Damage from Spells
Damage Immunities Acid, Bludgeoning, Cold, Fire, Force, Lightning, Necrotic, Piercing, Poison, Psychic, Radiant, Slashing, Thunder
Senses Blindsight, Truesight, Passive Perception 45
Languages All All
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

Immunity. Sedge is immune to all spell attacks, diseases and poison. He also is immune to magical and nonmagical magic items.

Ancient Knowledge. Sedge can cast any, and all, spells as a cantrip with no casting time required as an action.

Remote Viewing. Sedge can scry upon any creature in the universe, and while scrying can make attacks and cast spells upon the person being scryed.

Imbue with Life. Sedge can imbue any object with life.

Life Snuffer. Sedge's power word kill has no hit point limit. He can eliminate anything with it.

 

Actions

Sedge may take 6 actions per turn.

Banhammer. Melee Weapon Attack: + 16 to hit, reach 6 ft., 1 target. Hit: The player is dead for all intents and purposes and cannot return.

Arrow of Elimination. RangedWeapon Attack: +16 to hit, range 1000/5000 ft., 1 target. Hit: The player is dead for all intents and purposes and cannot return.

Reactions

Unmatched Reflexes. Sedge may use his reaction to dodge any attack made against him. If he succeeds a dexterity save, he takes no damage if he doesn't, he takes full damage.

Legendary Actions

Formation. Sedge can re-form matter around him.

Mythic Actions

Universal Lord. Sedge can bend space and time.

Description

Nobody has seen him... and lived to tell about it. He only comes forth when angered and no one can survive said anger.

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.

Habitat: ArcticCoastalDesertForestGrasslandHillMountainSwampUnderdarkUnderwaterUrban

I_Love_Tarrasques

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