Babbel (5e Creature)

From D&D Wiki
Jump to navigation Jump to search

Babbel[edit]

Gargantuan construct, neutral evil


Armor Class 22 (natural armor)
Hit Points 555 (30d20 + 240)
Speed 40 ft., burrowing 80 ft., swim 40 ft., climb 40ft.


STR DEX CON INT WIS CHA
29 (+9) 12 (+1) 27 (+8) 30 (+10) 25 (+7) 22 (+6)

Saving Throws Dex +10, Con +17, Wis +16, Cha +15
Skills Insight +16, Perception +25, History +19, Religion +19
Damage Immunities Poison, Acid, Fire, Lightning, Bludgeoning, Piercing, Slashing from Non Magical Attacks that aren’t Adamantine
Condition Immunities charmed, exhausted, frightened, paralyzed, petrified, poisoned
Senses Blindsight 120ft., Darkvision 600ft., Tremorsense 120ft., Passive Perception 33
Languages All
Challenge 30 (155,000 XP)


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.

ACTIONS

Multiattack. 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 ACTIONS

The 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 ACTIONS

On 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:

  • Automated Defenses. A turret built into the tower appears and fires a shot at a one creature that Babble can see within 300 feet of it. Babbel makes one ranged attack roll (+12 to hit) against the target. On a hit, the target takes 48 (10d8) fire damage. The turret then retracts into the tower again.
  • Dead Rising. Babbel releases spirits trapped in its core. These apparitions materialize and attack one creature that Babble can see within 300 feet of it. The target must succeed on a DC 20 Constitutionsaving throw, taking 52 (15d6) necrotic damage on a failed save, or half as much damage on a success. The apparitions then disappear.
  • Align Gravity. Babbel causes the direction gravity flows around the tower to change in a direction of his choosing. Any creature that does not have a method of maintaining its position relative to the change in gravity(this could simply be that they would now be standing on what was formerly a wall, using the flight spell, or have a climbing speed) begins falling. A creature that begins falling from this effect may attempt to grab onto something nearby to not fall provided that there is something for them to grab on to. The check is a DC 20 Athletics or Acrobatics check which on a success they don’t fall and a failure they do. This effect encompasses the entire tower and up to 440 feet around the tower. If a creature is propelled by this effect outside its radius normal gravity takes hold again and they begin falling earthward as normal.