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Tellus' Standard Reference

Gibberlord: Titanic Tentacle

Gargantuan abberation, chaotic evil
Armor Class: 24
Hit Points: 1001 (15d10*10)
Speed: 40ft Burrow: 30ft Climb: 40ft

STR

35 +12

DEX

14 +2

CON

30 +10

INT

5 -3

WIS

22 +6

CHA

28 +9

Saving Throws: Str +21, Con +19, Wis +15, Cha +18
Skills: Athletics +21, Perception +24, Intimidation +18
Damage Resistances: cold, lightning, thunder
Damage Immunities: Psychic, acid, poison, necrotic
Condition Immunities: blinded, charmed, frightened, poisoned, prone, stunned
Senses: Blindsight 500 ft. (blind beyond this radius), passive Perception 34
Languages: -
Challenge Rating: 35
Chimeric Gibberlord Titanic Tentacle by Nightcafe AI

Monstrous Reach

The tentacle has a reach of 300 feet and can make attacks or interact with objects within that range.

Warped Flesh

Any creature that touches or grapples the tentacle takes 44 (8d10) acid damage.

Legendary resistance (5/day)

If the tentacle fails a saving throw, it can choose to succeed instead.

Gibbering Madness

The mouths covering the tentacle spew incomprehensible noise. Any creature that starts its turn within 150 feet of the tentacle must make a DC 20 Wisdom saving throw or suffer one of the following effects 1d4 . A creature that succeeds on this save is immune to this effect for 24 hours.
  1. Take 55 (10d10) psychic damage.
  2. Be confused (as per the *confusion* spell) for 1 minute. The creature can repeat the saving throw at the end of each of its turns.Be confused (as per the *confusion* spell) for 1 minute. The creature can repeat the saving throw at the end of each of its turns.
  3. Become frightened of the tentacle for 1 minute.
  4. Drop whatever they are holding and fall prone, overcome with agony.

Actions

Multiattack

The Titanic Tentacle makes four Slam attacks or two Slam attacks and uses Crushing Grip if available.

Slam

Melee Weapon Attack: +21 to hit, reach 300 ft., one target.
Hit: 12d12+12 bludgeoning damage plus 8d10 acid damage. The target must make a DC 27 Strength saving throw or be knocked prone and pushed 50 feet.

Crushing Grip

. Melee Weapon Attack: +21 to hit, reach 300 ft., one target.
Hit: 20d12+12 bludgeoning damage, and the target is grappled DC 20 STR saving throw. Until the grapple ends, the target is restrained and takes 12d10 acid damage at the start of each of its turns.   **Acidic Screech (Recharge 5-6).** The tentacle emits a horrific scream, unleashing a corrosive shockwave. Each creature within 150 feet must make a DC 27 Constitution saving throw, taking 154 (28d10) acid damage on a failed save, or half as much on a success.

Legendary Actions

The Titanic Tentacle 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. The tentacle regains spent legendary actions at the start of its turn.

Lash (costs 1 action)

The tentacle makes a Slam attack.

Madness Surge

The Gibbering Madness effect immediately triggers again.

Devour

The tentacle attempts to consume a restrained creature. The target must make a DC 27 Dexterity saving throw or take 30d10 acid damage and be swallowed. While swallowed, the creature is blinded and restrained, has total cover against attacks from outside the tentacle, and takes 16d10 acid damage at the start of each of its turns. The tentacle can only swallow one creature at a time. If it takes 100 damage or more in a single turn, it regurgitates the creature, which falls prone within 10 feet of it.

Lair Actions

On initiative count 20 (losing initiative ties), the Titanic Tentacle can use one of its lair actions:

Tectonic Spasm

The tentacle violently shakes the ground in a 500-foot radius. All creatures on the ground must make a DC 27 Dexterity saving throw or be knocked prone. Structures in the area take 200 force damage.

Corrupted Growth

The tentacle spawns massive writhing tendrils in a 100-foot radius. These count as difficult terrain and deal 8d10 acid damage to creatures entering or starting their turn there.

Reality Fracture

Space warps within 200 feet of the tentacle, distorting time. All creatures in the area roll 1d6 . On a 1-2, they act last in initiative next round. On a 5-6, they act first.

Regional Effects

The Titanic Tentacle’s presence warps the world in a massive radius:

  • The sky within 10 miles takes on a swirling, unnatural hue, with shifting patterns of eyes and mouths forming in the clouds.
  • Gravity fluctuates unpredictably, making movement difficult. Creatures must succeed on a DC 20 Strength check to jump or climb.
  • Bodies of water within 20 miles become acidic, dealing 44 (8d10) acid damage to creatures submerged for more than a minute.
  • The land itself moans and trembles, creating unsettling auditory illusions and making it nearly impossible to rest peacefully.

This offshott of the Chimeric Gibberlord has burst forth from the surface of The City of the Lights. Two hundred and more feet tall, it is prehensile and demonically nimble. The flesh of the boneless arm is covered in eyes and mouths; it is quite disconcerting to look at..

Suggested Environments

The tentacle can burst forth anywhere on the continental City of the Lights.


Created by

harldawg.

Statblock Type

Monster (2020)

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