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 an

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Sea God

Huge monstrosity, chaotic evil

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.

STR
30 (+10)
DEX
30 (+10)
CON
30 (+10)
INT
8 (-1)
WIS
14 (+2)
CHA
12 (+1)

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)

No special abilities.

Actions

Tentacle. Melee Weapon Attack: +16 to hit, reach 30 ft.

Reactions

None.


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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)

This content is available under the GNU Free Documentation License 1.3. Original authors credited on the source wiki page.

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