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The Unbeheld One

Gargantuan monstrosity (titan), chaotic evil
Armor Class 18 (Natural Armor)
Hit Points 1063 (55d20+485)
Speed 20ft Burrow: 10ft Swim: 60ft Climb: 20ft

STR
30 +10
DEX
12 +1
CON
25 +7
INT
30 +10
WIS
26 +8
CHA
20 +5

Saving Throws Str +17 , Dex +7 , Con +14 , Int +13 , Wis +11
Damage Resistances fire
Damage Immunities lightning; bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities frightened, paralyzed, charmed
Senses truesight 120 ft., passive Perception 14
Languages understands Abyssal, Celestial, Infernal, and Primordial but can't speak, telepathy 120 ft.
Challenge 40 (1,271,000 XP)

The Unbeheld One is a 9th-level spellcaster. Its spell casting ability is Intelligence (spell save DC 17, +8 to hit with spell attacks). The Unbeheld One has the following Wizard Spells prepared: Cantrips (at will): (5) • 1st level (4 slots): • 2nd level (3 slots): • 3rd level (3 slots): • 4th level (3 slots): • 5th level (3 slots): • 6th level (2 slots): • 7th level (2 slots): • 8th level (1 slots): • 9th level (1 slots):  

3/day: World Eater. The Unbeheld One can consume the very land and fabric or reality, in its place, Void to another new dimension is left. The New dimension is incomprehensible and is filled with chaos.


Amphibious.The Unbeheld One can breathe air and water.
Freedom of Movement. The Unbeheld One ignores difficult terrain, and magical effects can't reduce its speed or cause it to be restrained. It can spend 5 feet of movement to escape from nonmagical restraints or being grappled.
Siege Monster. The Unbeheld One deals double damage to objects and structures.
Reactive Tentacles. For each tentacle The Unbeheld One has beyond one, it gets an extra reaction that can be used only for opportunity attacks.
Tentacles. The Unbeheld One has ten tentacles. they get 150 ( 7d20+78 ) HP and can move 100 feet from the Unbeheld one.


Actions

Multiattack. The Unbeheld One makes multiple tentacle attacks, the amount of attacks are decided by how many tentacles it has attached at the beginning of its turn. Each of which it can replace with one use of Fling or Grapple.
Bite. Melee Weapon Attack: +17 to hit, reach 5 ft., one target. Hit: 23 ( 3d8+10 ) piercing damage. If the target is a Large or smaller creature grappled by the Unbeheld One, that creature is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the kraken, and it takes 42 ( 12d6 ) acid damage at the start of each of the kraken's turns. If the kraken takes 50 damage or more on a single turn from a creature inside it, the kraken must succeed on a DC 25 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the kraken. If the Unbeheld One dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 15 feet of movement, exiting prone.
Tentacle. Melee Weapon Attack: +17 to hit, reach 30 ft., one target. Hit: 20 ( 3d6+10 ) bludgeoning damage, and the target is grappled (escape DC 18). Until this grapple ends, the target is restrained. The kraken has ten tentacles, each of which can grapple one target.
Fling. One Large or smaller object held or creature grappled by the Unbeheld One is thrown up to 60 feet in a random direction and knocked prone. If a thrown target strikes a solid surface, the target takes 3 ( 1d6 ) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 18 Dexterity saving throw or take the same damage and be knocked prone.
Legendary Lightning Storm. The Unbeheld One magically creates five bolts of lightning, each of which can strike a target the kraken can see within 120 feet of it. A target must make a DC 23 Dexterity saving throw, taking 22 ( 4d10 ) lightning damage on a failed save, or half as much damage on a successful one.
Steam Breath (Recharge 5-6). The Unbeheld One exhales scalding steam in a 60-foot cone. Each creature in that area must make a DC 18 Constitution saving throw, taking 52 (15d6) fire damage on a failed save, or half as much damage on a successful one. Being Underwater doesn't grant Resistance against this damage.
Steam Bolt.You hurl a mote of steam at a creature or object within range. Make a ranged spell Attack against the target. On a hit, the target takes 3d10 fire damage.


 

Legendary Actions

The Unbeheld One can take 5 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. Kraken regains spent legendary actions at the start of its turn.
Tentacle Attack or Fling. The Unbeheld One makes one tentacle attack or uses its Fling.
Advanced Lightning Storm (Costs 2 Actions). The Unbeheld One uses Advanced Lightning Storm.
Ink Cloud (Costs 3 Actions). While underwater, the Unbeheld One expels an ink cloud in a 60-foot radius. The cloud spreads around corners, and that area is heavily obscured to creatures other than the Unbeheld One. Each creature other than the Unbeheld One that ends its turn there must succeed on a DC 23 Constitution saving throw, taking 16 (3d10) poison damage on a failed save, or half as much damage on a successful one. A strong current disperses the cloud, which otherwise disappears at the end of the Unbeheld One's next turn.

Lair Actions

On initiative count 20 (losing initiative ties), The Unbeheld One takes a lair action to cause one of the following magical effects:  

  • A strong current moves through The Unbeheld One's lair. Each creature within 60 feet of The Unbeheld One must succeed on a DC 23 Strength saving throw or be pushed up to 60 feet away from The Unbeheld One. On a success, the creature is pushed 10 feet away from The Unbeheld One.
  • Creatures in the water within 60 feet of The Unbeheld One have vulnerability to lightning damage until initiative count 20 on the next round.
  • The water in The Unbeheld One's lair becomes electrically charged. All creatures within 120 feet of the kraken must succeed on a DC 23 Constitution saving throw, taking 10 (3d6) lightning damage on a failed save, or half as much damage on a successful one.

The Unbeheld One lives in dark depths, usually a sunken rift or a cavern filled with detritus, treasure, and wrecked ships. These lairs are normally mythical or well known and big in nature, such as the Titanic or the Bismark

Regional Effects

The region containing The Unbeheld One's lair is warped by the creature's blasphemous presence, creating the following magical effects:  

  • The Unbeheld One can alter the weather at will in a 6-mile radius centered on its lair. The effect is identical to the control weather spell.
  • Water elementals coalesce within 6 miles of the lair. These elementals can't leave the water and have Intelligence and Charisma scores of 1 (-5).
  • Aquatic creatures within 6 miles of the lair that have an Intelligence score of 2 or lower are charmed by the The Unbeheld One and aggressive toward intruders in the area.
  • When The Unbeheld One dies, all of these regional effects fade immediately.


Beneath the waves, The Unbeheld One sleeps for untold ages, awaiting some fell sign or calling. Land-born mortals who sail the open sea forget the reasons their ancestors dreaded the ocean, even as the races of the deep ignore strange gaps in their histories when their civilizations nearly vanished after the appearance of the tentacled horror.   Leviathans of Legend. At the beginning of time, krakens served as fierce warriors of the gods. When the gods' wars ended, the krakens shrugged free of their servitude, never again to be bound by other beings. Whole nations quake in fear when the kraken emerges from its dark demesne, and even in the middle of the deepest oceans, storms rise or abate according to its will. The kraken is a primeval force that obliterates the greatest achievements of civilization as if they were castles in the sand. Its devastating attacks can destroy ocean trade and halt communication between coastal cities. An ominous darkness presages a kraken's attack, and a cloud of inky poison colors the water around it. Galleons and warships vanish when its tentacles uncoil from the deep, the kraken breaking their masts like kindling before drawing down ships and crew. Not even landlocked surface dwellers are safe from a kraken's wrath. Krakens can breathe air as easily as water, and some crawl up rivers to nest in freshwater lakes, destroying cities and towns along the way. Adventurers tell of these monsters lairing in the ruins of lakeside citadels, their tentacles twined around leaning towers of disintegrating stone.   Mortal Foes. Some krakens are virtual gods, with cults and minions spread across sea and land. Others are allied with Olhydra, the evil Princess of Elemental Water, and use her cultists to enforce their will on land and sea. A kraken pleased with its worshipers can becalm rough seas and bring a bounteous harvest of fish to the faithful. However, the devious mind of a kraken is ancient beyond reckoning, and is ultimately bent to the ruination of all things.


Created by

Xephos665.

Statblock Type

Monster / Creature

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