Sea God
The sea god 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 sea god regains spent legendary actions at the start of its turn. Tentacle Zombification. The sea god rolls to recharge its Tentacle Zombification. If it has already recharged, it uses its Tentacle Zombification. Tentacle. The sea god makes one attack with its tentacle. Move. The sea god moves up to half its speed.
Armor Class 19 (natural armor)
Hit Points 522 (12d66 + 120)
Speed 30 ft.
Saving Throws Str +18, Dex +18, Con +18, Cha +9
Skills Acrobatics +18, Athletics +18, Intimidation +9, Nature +7, Perception +10, Sleight of Hand +18, Stealth +18 Proficiency Bonus +8
Damage Vulnerabilities cold, poison
Damage Resistances bludgeoning, piercing, and slashing from magical attacks
Damage Immunities poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities charmed , deafened , exhaustion , frightened , paralyzed , petrified , poisoned , prone , stunned
Senses passive Perception 10
Languages —
Challenge 28 (120.000 XP)
Actions
Reactions
Legendary Actions
⚠️ Community Homebrew Content
This content was imported from a community wiki. It has not been vetted for game balance by BubblyBards. Use at your own discretion.
Source: D&D Wiki - Sea God (5e Creature)
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