Babbel (5e Creature)
Babbel[edit]
Gargantuan construct, neutral evil Armor Class 22 (natural armor)
Saving Throws Dex +10, Con +17, Wis +16, Cha +15 Death Throes. When Babbel dies, it explodes, and each creature within 30 feet of it must make a DC 25 Dexterity saving throw, taking 175 (35d8) force damage on a failed save, or half as much damage on a successful one. Legendary Resistance (3/Day). If Babbel fails a saving throw, it can choose to succeed instead. Immutable Form. Babbel is immune to any spell or effect that would alter its form. Magic Weapons. Babbels weapon attacks are magical. Fire and Lightning Absorption. Whenever Babbel is subjected to fire or lightning damage, it takes no damage and instead regains a number of hit points equal to the fire or lightning damage dealt. Magic Resistance. Babbel has advantage on saving throws against spells and other magical effects. ACTIONSMultiattack. Babbel can use its Frightful Presence. It then makes three attacks: one bite and two with its claws. Bite. Melee Weapon Attack: +18 to hit, reach 15 ft., one target. Hit: 32 (4d10 + 9) piercing damage plus 12 (3d6) psychic damage plus 12 (3d6) necrotic damage. Claw. Melee Weapon Attack: +18 to hit, reach 10 ft., one target. Hit: 26 (3d8 + 9) slashing damage. Tail. Melee Weapon Attack: +18 to hit, reach 20 ft., one target. Hit: 22 (3d6 + 9) bludgeoning damage. Frightful Presence. Each creature of Babbel’s choice that is within 120 feet of Babbel and aware of him must succeed on a DC 23 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to Babbel’s Frightful Presence for the next 24 hours. Soul Stream (Recharge 5-6). Babbel exhales souls of the damned in a 90-foot cone. Each creature in that area must make a DC 25 Wisdom saving throw, taking 60 (20d6) psychic damage plus 60 (20d6) necrotic damage on a failed save, or half as much on a successful one. Core Beam (Recharge 5-6). Babbel exhales energy from his core in a 300-foot line that is 15 feet wide. Each creature in that area must make a DC 25 Dexterity saving throw, taking 160 (40d8) force damage on a failed save, or half as much on a successful one.
LEGENDARY ACTIONSThe babbel 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 babbel regains spent legendary actions at the start of its turn. Detect. Babbel makes a Wisdom (Perception) check. Tail Attack. Babbel makes a tail attack. Rupture Earth (Costs 2 Actions). Babbel slams the ground. Each creature within 30 feet of Babbel must succeed on a DC 26 Strength saving throw or take 21 (4d6 + 9) bludgeoning damage and be knocked prone. Babble can then move up to half its burrowing speed. |
LAIR ACTIONSOn initiative count 20 (losing initiative ties), Babbel takes a lair action to cause one of the following effects; Babbel can’t use the same effect two rounds in a row:
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