Hafgufa (5e Creature)

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Design Note: This creature was designed using Mythic Monsters (5e Variant Rule) and the Monster Design Variability (5e Variant Rule) as a guide. It also uses Additional Conditions (5e Variant Rule).

Hafgufa[edit]

Titanic monstrosity (titan), any neutral alignment


Armor Class 30 (natural armor)
Hit Points 1,860 (28d100 + 490)
Speed 25 ft., swim 120 ft.


STR DEX CON INT WIS CHA
30 (+10) 6 (-2) 30 (+10) 26 (+8) 24 (+7) 22 (+6)

Saving Throws Str +24, Con +24, Int +22, Wis +21, Cha +20
Skills Arcana +22, Intimidation +20, History +22, Perception +21, Religion +22
Damage Resistances acid, fire, poison, thunder
Damage Immunities cold, lightning, radiant; bludgeoning, piercing, and slashing from nonmagical attacks.
Condition Immunities exhaustion, charmed, frightened, paralyzed, petrified, stunned
Senses blindsight 360 ft., darkvision 360 ft., truesight 240 ft., passive Perception 31
Languages Primordial, understands Abyssal, Celestial, Common, Infernal, but can’t speak, telepathy 360 ft.
Challenge 49 (1,140,000 XP)


Amphibious. The hafgufa can breathe both air and water.

False Appearance. While the hafgufa remains motionless, it is indistinguishable from a huge and imposing, but otherwise ordinary stone formation.

Freedom of Movement. The hafgufa 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.

God Killer. The hafgufa's weapon attacks are magical. The hafgufa deals double damage to celestials and fiends. The hafgufa cannot be damaged or destroyed by a successful Divine Intervention.

Immensity. The hafgufa can move through the space of a creature or object of Gargantuan size or smaller, and it does not treat such creatures as difficult terrain. If the hafgufa moves through a creature's space, the creature must make a DC 30 Dexterity saving throw, taking 55 (10d10) bludgeoning damage on a failure. A creature can only be made to make this save once per round.

Imposing. When an enemy of the Hafgufa starts their turn within 300 feet of it and can see it, they must make a DC 30 Wisdom saving throw. On a failure, they become frightened for 1 minute. If they are already frightened, they instead become panicked for 1 minute. Creatures who are immune to the frightened condition, can still be made frightened by this feature and creatures who are not immune to becoming frightened have disadvantage on their saving throw against this feature.

Keen Senses. The hafgufa has advantage on Wisdom (Perception) checks related to hearing, sight, or smell.

Legendary Ability (5/day). If the hafgufa fails an ability check, it can choose to succeed instead.

Legendary Resistance (5/Day). If the hafgufa fails a saving throw, it can choose to succeed instead.

Limited Spell Immunity. The hafgufa can't be affected or detected by spells of 6th level or lower unless it wishes to be.

Magic Resistance. The hafgufa has advantage on saving throws against spells and other magical effects.

Massive. Huge or smaller creatures cannot knock the hafgufa prone.

Reflective Carapace. Any time the hafgufa is targeted by a magic missile spell, a line spell, or a spell that requires a ranged attack roll, roll a d6. On a 1 to 4, the hafgufa is unaffected. On a 5 to 6, the hafgufa is unaffected, and the effect is reflected back at the caster as though it originated from the hafgufa, turning the caster into the target.

Siege Monster. The hafgufa deals double damage to objects and structures.

ACTIONS

Multiattack. The hafgufa makes one bite attack, two tail attacks, three claw attacks, and one slam attack, each of which it can replace with one use of Bile.

Bile. Ranged Weapon Attack: +10 to hit, range 80/320 ft., one target. Hit: 36 (8d8) acid damage.

Bite. Melee Weapon Attack: +24 to hit, reach 5 ft., one target. Hit: 46 (6d12 + 10) piercing damage plus 30 (3d12 + 10) poison damage and 30 (3d12 + 10) acid damage.

Claw. Melee Weapon Attack: +24 to hit, reach 10 ft., one target. Hit: 43 (6d10 + 10) slashing damage.

Slam. Melee Weapon Attack: +24 to hit, reach 15 ft., one target. Hit: 32 (4d10 + 10) bludgeoning damage + 22 (4d10) lightning damage.

Tail. Melee Weapon Attack: +24 to hit, reach 20 ft., one target. Hit: 36 (4d12 + 10) bludgeoning damage + 14 (3d8) thunder damage.

Planar Shift. The hafgufa teleports to another plane of existence, as though it had cast Plane Shift on itself.

REACTIONS

Wave of Lightning. In response to being hit by a melee attack, the hafgufa releases a burst of electricity in an 80-foot sphere around it. All creatures within the sphere must make a DC 30 Constitution saving throw. On a failure, they suffer 92 (14d12) lightning damage. On a failure of 5 or lower, they are also stunned. On a success, they suffer half damage.

LEGENDARY ACTIONS

The hafgufa 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. The hafgufa regains spent legendary actions at the start of its turn.

Bile attack. The hafgufa makes a bile attack.
Detect. The hafgufa makes a Wisdom (Perception) check.
Tail sweep. The hafgufa makes two tail attacks.

Krakens are among the most dangerous monsters in the seas, weapons of the gods now given the freedom to terrorize the oceans. However, little do even some of the oldest elven scholars know, there is a creature that even these mighty titans fear: a creature so immense and frightening that the few non-scholars who know of it can even believe it to be real. This creature, the one that krakens fear, is only told amongst themselves in whispers, and it makes scholars wonder if even the gods themselves fear such a monster.

Beyond Ancient. As stated above, few even know of the monsters known as the hafgufa, and those that do know barely anything. What most of such people would know is that the hafgufa are ancient beings that are so rarely seen, it's debatable if they even exist. They are immense in size, so huge that they easily can be confused for a rocky landmass. This in fact is how they hunt; when the hafgufa are hungry, they raise the tip of their snouts above the tides and open their mouths, belching out noxious bile that entices prey to their location. This bile gives off a scent that is different to each prey item, supposedly, and draws them into the mouth, which to prey is indistinguishable from a formation of rocks such as a fjord, and the bile also has restrictive properties that make it difficult to move. Once there is enough prey to satiate its hunger, the hafgufa closes its jaws and swallows all that was in its mouth and sinks back beneath the waves. However, this has never been confirmed and is only spoken of in legends.

Hafgufa are rare, to the point where their very existence is questioned, so it is difficult to say how many there are or have ever been. What makes this more difficult is that it is unclear where they primarily reside: if they do reside on the Material Plane then there can be no more than two, else the seas would be devoid of life; the popular theory is that they primarily exist in the Elemental Water Plane.


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