Uk'otoa | Monster | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Uk'otoa CR: 30

Gargantuan monstrosity, neutral evil
Armor Class: 24
Hit Points: 1025 (50d20+(50*10))
Speed: 60 ft , swim: 200 ft

STR

30 +10

DEX

11 +0

CON

30 +10

INT

24 +7

WIS

26 +8

CHA

30 +10

Saving Throws: Ste +19, Con +19, Int +16, Wis +17, Cha +19
Skills: Athletics +19, Deception +19, Insight +17, Intimidation +19, Perception +17
Damage Resistances: Fire, Cold, Thunder, Acid
Damage Immunities: Lightning, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities: Blinded, Charmed, Frightened, Grappled, Poisoned, Prone, Restrained, Stunned
Senses: Truesight 500 ft., Passive Perception 27
Languages: All, Telepathy 10 mi.
Challenge Rating: 30

Innate Spellcasting. Uk'otoa's spellcasting ability is Charisma (spell save DC 28), the ranges on all spells are tripled unless specified. He can innately cast the following spells, requiring no material, verbal or somatic components:

At will: Control Weather (doesn't require concentration and effects the Lucidian Ocean), Locate Creature, Detect Thoughts, Call Lightning, Scrying, Sending, Sleet Storm

3/day: Dominate Monster, Mass Suggestion, Storm of Vengeance, Whirlwind


Legendary Resistance (3/Day). If Uk'otoa fails a saving throw, he can choose to succeed instead.   Immense Form. The body of Uk'otoa is broken up into 12 Sections, the Head is 20x20ft, the Tail is 10x10ft and each body Section, of which there are ten, is 20x60ft. Each section must be within 60ft of it's adjacent sections at the end of a turn. Each Section can move independently, Body section move at quarter speed, the Tail moves at half speed, whenever the Head moves all other Sections move the same distance (preferably along the natural path of the body).   Eyes. When making an Attack against Uk'otoa a creature can choose to target his eyes, taking a -5 penalty to the attack role if they do. If the attack hit's Uk'otoa gains vulnerability to the attacks damage, if Uk'otoa is resistant to any damage in the attack he loses resistance to that damage for the attack but is not vulnerable to it, if Uk'otoa is immune to any damage in the attack he loses immunity but gains resistance to that damage for the attack.   Fury. If Uk'otoa takes 50 damage or more on a single turn from a creature, he regains a Legendary Action. When Uk'otoa drops below 500 hit points for the first time in a Day, he regains a Legendary Resistance and causes lightning to blast 6 points within 150ft of a Section, each creature within 5ft of a point must make a DC 26 Dexterity saving throw taking 36 (8d8) lightning damage on a failed save, or half as much damage on a successful one. When Uk'otoa drops below 250 hit points for the first time in a Day, he regains a Legendary Resistance and causes lightning to blast 12 points within 150ft of a Section, each creature within 5ft of a point must make a DC 26 Dexterity saving throw taking 44 (8d10) lightning damage on a failed save, or half as much damage on a successful one. When Uk'otoa drops below 100 hit points for the first time in a Day, he regains a Legendary Resistance and causes lightning to arc out from him. Each creatures within 150ft of a Section must make a DC 28 Dexterity saving throw taking 36 (8d8) lightning damage on a failed save, or half as much damage on a successful one.   Magic Resistance. Uk'otoa has advantage on saving throws against spells and other magical effects.   Siege Monster. Uk'otoa deals double damage to objects and structures.   Immutable Form. Uk'otoa is immune to any spell or effect that would alter his form.   Magic Weapons. Uk'otoa's attacks are magical.   Internals. A swallowed creature is a certain distance form Uk'otoa's mouth to a maximum of 1000ft . At the start of Uk'otoa's turn each swallowed creature must make a DC 20 Strength saving throw or be moved 30ft away from the mouth. swallowed creatures turn it can use it's actions to make a DC 20 Athletics check be able to move until the start of Uk'otoa's next turn. While swallowed, a creature has a speed of 0ft, it has total cover against attacks and other effects outside of Uk'otoa, and it takes 28 (8d6) acid damage at the start of each it's turns. It can use it's actions to make a DC 20 Athletics check to regain it's move speed until the start of Uk'otoa's next turn. At the end of a swallowed creatures turn it takes 21 (6d6) cold damage.

Actions

Multiattack. Uk'otoa makes a Slam attack with each of his Sections, any number of Sections can use the Tidal Wave action instead. The Head can use the Bite, Swallow, Inhale, Roar or Control Minion action instead. The Tail can use the Tail Strike or Sweep action instead.   Devour (Recharge 6). Each creature in a line that is 200 feet long and 20 feet wide, must make DC 26 Dexterity saving throw taking 36 (4d12 + 10) bludgeoning damage on a failed save and be swallowed, starting 100ft away from the mouth, or half as much damage on a successful one.   Bite. Melee Weapon Attack from the Head: +19 to hit, reach 25 ft., all creatures and objects within a 15ft cube that is within range. Hit: 36 (4d12 + 10) piercing damage. If the target is a creature, it is grappled (escape DC 20).   Swallow. Uk'otoa makes a bite attack against all Large or smaller creatures the Head is grappling. If the attack hits, the target takes the bite's damage, the target is swallowed, starting 40ft from the mouth and the grapple ends.   Inhale. Each creature within a 120ft cone of the Head must make a DC 24 Strength saving throw, at advantage if there is a solid object within 5ft, being pulled 40ft towards the Head on a failed save. A creature that ends this movement within 5ft of the Head it must make a DC 20 Dexterity saving throw or be grappled by the Head (escape DC 20), a creature that is within 5ft of the Head without ending this movement must make a DC 24 Dexterity saving throw or be swallowed and be pulled the remaining distance plus 20ft away from the mouth.   Roar. Each creature within 300ft of the Head must make a DC 24 Constitution saving throw taking 36 (8d8) thunder damage on a failed save and are Deafened for 1 minute, or half as much damage on a successful one.   Control Minion. Uk'otoa attempts to dominate one creature is has a connection to with 150ft of the Head, the creature must succeed on a DC 24 Wisdom saving throw or be forced to move it's speed and make take the Attack action, to a space and against a target of Uk'otoa's choice.   Slam. Each creature within 10ft of the Section must make a DC 28 Strength saving throw taking 24 (4d6 + 10) bludgeoning damage on a failed save and be pushed 15ft away from the Section and be knocked prone, or half as much damage on a successful one.   Tidal Wave. The Section causes three waves emerge from it (as per the Tidal Wave spell), a creature can only be affected by each section once by a Section each time this action is used by it.   Tail Strike. Melee Weapon Attack from the Tail: +19 to hit, reach 30 ft., one target. Hit: 32 (4d10 + 10) bludgeoning damage. If the target is a creature, it must succeed on a DC 28 Strength saving throw or be knocked prone.   Tail Sweep. Each creature within a 30ft cone of the Tail must make a DC 25 Dexterity saving throw taking 28 (4d8 + 10) bludgeoning damage on a failed save and be pushed 15ft away from the Tail and be knocked prone, or half as much damage on a successful one.   Focused Distain. Uk'otoa uses a Bonus Action, one creature within 150ft of the Head that it can see must make a DC 25 Wisdom save taking 35 (10d6) psychic damage on a failed save and be stunned until the start of Uk'otoa's next turn, or half as much damage on a successful one.   Grand Distain. Uk'otoa uses a Bonus Action, up to 8 creatures within 150ft of a Section that it can see must make a DC 22 Wisdom save taking 21 (6d6) psychic damage on a failed save, or half as much damage on a successful one.

Legendary Actions

Uk'otoa can take 5 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. Uk'otoa regains spent legendary actions at the start of his turn.   Body Attack. Uk'otoa uses his Slam or Tidal Wave action with one of his Body Sections.   Tail Attack. Uk'otoa uses his Tail Strike or Tail Sweep action with his Tail.   Eye attack. Uk'otoa uses his Focused Distain or Grand Distain action.   Head Attack (Costs 2 Actions). Uk'otoa makes one bite attack or uses his Swallow.   Spell (Costs 2 Actions). Uk'otoa casts a spell that has a casting time of 1 action.   Roar (Costs 3 Actions). Uk'otoa uses his Roar.   Inhale (Costs 3 Actions). Uk'otoa uses his Inhale.

Lair Actions

On initiative count 20 (losing initiative ties), Uk'otoa can take a lair action to cause one of the following effects.   Uk'otoa casts the Tsunami spell targeting anywhere within his lair, he doesn't need to concentrate on the spell, which ends after the full duration. Uk'otoa can't use this action again until after the spell ends.   Uk'otoa casts the Control Water spell targeting anywhere within his lair, the affected cube can be up to 500ft on a side, he doesn't need to concentrate on the spell which ends which ends on initiative count 20 of the next round.   Uk'otoa casts the Watery Sphere spell targeting anywhere within his lair, he doesn't need to concentrate on the spell which ends which ends after the full duration. While this spell persists Uk'otoa can use a lair action to move the sphere as per the spell.   Uk'otoa casts the Wall of Water spell targeting anywhere within his lair, he doesn't need to concentrate on the spell which ends which ends after the full duration.   Uk'otoa causes all wind within a mile of him to whip through the air, extinguishing unprotected flames in the area that are camp fire-sized or smaller. Each creature within a mile of Uk'otoa must succeed on a DC 20 Strength saving throw or consider all non underwater terrain difficult until initiative count 20 of the next round.

Uk'otoa's lair is the entire Lucidian Ocean. The Lucidian Ocean is a large body of water to the east of Tal'Dorei that separates it from Wildemount. Both the Swavain Islands and the Island of Viscan are within it.

Regional Effects

Uk'otoa's presence creates a number of widespread effects bad weather, strong tides, and increasing aggression from dangerous sea life.   Violent downpours become frequent within the lair. A downpour occurs once every 2d12 hours, and lasts 1d3 hours. Downpours are so heavy that creatures moving overland travel at half normal speed   Within the lair, currents and tides are exceptionally strong and treacherous. Any ability checks made to safely navigate or control a vessel moving through these waters has disadvantage.   Aquatic creatures that have an Intelligence score of 2 or lower within 1 mile of the lair must succeed on a DC 15 Wisdom saving throw when they enter the area. If the saving throw succeeds, the creature is frightened and attempts to leave the area, remaining frightened while within it. On a failure, the creature becomes highly aggressive and remains in the area for 24 hours. While in this state, the creature gains advantage on saving throws against charm and fear effects.   If Uk'otoa is destroyed or imprisoned, the regional effects fade over the next 1d4 days.

Uk'otoa is a large serpent-like demi-god titan with seven eyes in its head and many eyes along its body. 

Suggested Environments

Deep Oceans


Created by

Noble 7.

Statblock Type

Monster

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