Sea God (5e Creature)
From D&D Wiki
Colossal monstrosity, chaotic evil
Armor Class 19 (natural armor)
Saving Throws Str +18, Dex +18, Con +18, Cha +9
Amphibious. The sea god can breathe both air and water.
Legendary Resistance (3/Day). If the sea god fails a saving throw, it can choose to succeed instead.
Magic Weapons. The sea god's weapon attacks are magical.
Siege Monster. The sea god deals double damage to objects and structures.
Multiattack. The sea god can use its Frightful Presence, Tentacle Zombification, or Swallow. It then makes nine tail attacks.
Tentacle. Melee Weapon Attack: +16 to hit, reach 30 ft., one creature. Hit: 32 (4d10 + 10) bludgeoning damage. If the target is Huge or smaller, it is grappled (escape DC 24). Until this grapple ends, the target is restrained, the sea god can automatically hit the target with one tentacle attack each turn.
Swallow. One creature that is Gargantuan or smaller must attempt a DC 24 Dexterity saving throw. On a failure, they are swallowed. Creatures swallowed by the sea god occupy its space deal twice as much damage to the sea god, or three times as much if they are at the center of its space, must spend three feet of movement speed for every foot moved, and must attempt a DC 24 Constitution saving throw at the end of each of the sea god's turns. On a failure, they gain 1d4 levels of gradual blindness, deafness, and numbness and take 24 (4d6 + 10) thunder damage. A creature can spend their action at the edge of the sea god's space to attempt a DC 24 Strength saving throw as an action, leaving its space on a success. If the sea god is dead, the creature has advantage on this saving throw.
Tentacle Zombification (Recharge 6). The sea god touches one corpse that is Huge or smaller that has a CR or level lower than 28 within 30 feet. If the corpse doesn't take at least 15 fire damage before the beginning of the sea god's next turn, it is resurrected, returned to its maximum hit points, and becomes allied to the sea god. If the sea god dies, these creatures die as well.
Frightful Presence. Each creature of the sea god's choice within 120 feet of it and aware of it must succeed on a DC 24 Wisdom saving throw or become frightened for 1 minute. A frightened 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 succeeds on any of these saves or the effect ends on it, the creature is immune to the sea god's Frightful Presence for the next 24 hours.
The sea god 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 sea god regains spent legendary actions at the start of her turn.
Tentacle Zombification. The sea god rolls to recharge its Tentacle Zombification. If it has already recharged, it uses its Tentacle Zombification.
Appearing as a massive, tentacled scallop, sea gods are dangerous monsters. It is largely belligerent, attacking and zombifying anything it can. While many coastal villages besieged by a sea god try to appease it with human sacrifices, this only accelerates its consumption, using its sacrifices as assassins.
Internal Landscape. Inside each sea god is dozens of slug-like dretches that act as symbiotic parasites, gaining nutrition from assisting in digestion. These insides can only be described as a maze of flesh; winding, dangerous, and covered in ever-searching eyes. At the center of its body is a massive heart at least 12 feet tall, from which even a single beat can partially blind a creature.
War of Survival. Numerous societies have fallen to the attack of a sea god. Very few have been able to completely slay even a single of these monstrosities, to the extent that the most common method of stopping a sea god is to trap them within an island, whether by collapsing a large enough cave on it or even conjuring an island atop the beast.
Back to Main Page → 5e Homebrew → Creatures