#KrakenWeek Entry: Deep Goddess Monster Build (5th edition fantasy)

For my #KrakenWeek entry, I am submitting this monster build for a "Deep Goddess."

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A deep goddess is a powerful primordial manifestation of the ocean's hatred and spite of surface worlders. This horror appears to be a feminine-shaped humanoid with the carapace of a crustacean covering its form and arms ending in massive pincers. The head is like a lobster with a crown of seaweed for “hair.”

The approach of a deep goddess is usually heralded by a mass of sea creatures to serve as her carpet, so the deep goddess does not profane herself by having to step on bare land outside the ocean. Even the skies are filled with the cackle of seagulls under her command. The space under the deep goddess and all adjacent spaces are filled with a swarm of insects that cannot be destroyed (constantly replenishing in the presence of the deep goddess). They do not harm the deep goddess or any of her allies, but otherwise affect others as a standard swarm of insects. These swarms disperse when the deep goddess is slain or otherwise defeated.

While removed from the water, the deep goddess commands a mass of seagulls to also attack her enemies. These function as swarms of ravens, with one swarm being present for each PC and/or NPC counting as the deep goddess' enemy for the combat encounter. Unlike the unending carpet of crabs she walks upon, the seagull swarms can be destroyed as normal.

Deep Goddess

Large elemental, neutral evil

Armor Class 19 (natural armor)

Hit Points 221 (26d10+78)

Speed 40 ft., swim 50 ft.

Str 18 (+4) Dex 16 (+3) Con 16 (+3)

Int 17 (+3) Wis 14 (+2) Cha 18 (+4)

Saving Throws Dex +8, Con +8, Wis +7

Skills Insight +7, Nature +8, Perception +7, Religion +8

Damage Immunity acid, cold, poison; bludgeoning, piercing, and slashing from nonmagical weapons

Condition Immunity blinded, charmed, deafened, frightened, poisoned, stunned

Senses blindsight 30 ft., darkvision 60 ft.; passive Perception 17

Languages all; telepathy 120 ft.

Challenge 16 (15,000 xp); Prof Bonus +5

Amphibious. A deep goddess can breathe air and water.

Innate Spellcasting. A deep goddess can innately cast call lightning (spell save DC 17). Her spellcasting ability is Charisma.

Legendary Resistance (3/Day). If a deep goddess fails a saving throw, she can choose to succeed instead.

Limited Magic Immunity. Unless she wishes to be affected, a deep goddess is immune to spells of 4th level or lower. She has advantage on saving throws against all other spells and magical effects.

Magic Weapons. A deep goddess' weapon attacks are magical.

Regeneration. A deep goddess regains 30 hit points at the start of her turn.

ACTIONS

Multiattack. A deep goddess can make two pincer attacks. If she has previously cast call lightning, she may also cast one lightning bolt.

Insanity Gaze. A deep goddess can draw a creature she has grappled close to her face. That target must make a DC 17 Wisdom saving throw. Unless the target is incapacitated, it can avert its eyes to avoid the gaze and automatically succeed on the save. If the target does so, it can't see the deep goddess until the start of her next turn. If the target looks at her in the meantime, it must immediately make the save. If the target fails the save, it suffers the effect of the confusion spell. The target can attempt to make a saving throw to remove the confusion effect at their end of their turn. A deep goddess doesn't need to concentrate on this spell effect.

Pincer. Melee weapon attack: +9 to hit, 10-ft. reach, one target. Hit: 17 (3d8+4) bludgeoning damage, effect. The target is grappled (escape DC 17) if it is a Large or smaller creature and the deep goddess doesn't have two other creatures grappled.

LEGENDARY ACTIONS

A deep goddess can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The deep goddess regains spent legendary actions at the start of her turn.

Pincer. The deep goddess makes a pincer attack.

Mental Contagion (2 actions). When the deep goddess uses her legendary resistance to remove a spell or magical effect from herself, she may use this action to cause the effect of the spell or magical effect to instead target a creature she can see within 60 feet of her.

Teleport. The deep goddess teleports to a location she can see up to 30 feet away.

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