Akkorokamui
Gargantuan Celestial, chaotic good (CR 12)Armor Class 17 natural armor
Hit Points 189 (14d20+42)
Speed 15 ft., swim 60 ft.
21 (+5)
16 (+3)
16 (+3)
19 (+4)
20 (+5)
15 (+2)
Skills perception 5
Senses blindsight 30', darkvision 120', passive Perception 19
Languages understands all but canāt speak, telepathy 120'
Challenge Rating 12
Actions
Multiattack.
Three Tentacles. Can replace one with Spellcasting or Healing Touch.
sizeGargantuan
typeCelestial
group
alignmentchaotic good
strength_save
dexterity_save
constitution_save
intelligence_save
wisdom_save
charisma_save
perception5
damage_vulnerabilities
damage_resistances
damage_immunitiespoison
condition_immunitiespoisoned
cr12
reactionsname: Guardianās Grasp,desc: When a creature akkorokamui can see within 30' is attack target akkorokamui can pull creature out of harmās way. If creature is willing it is pulled up to 10 ft. closer to akkorokamui and akkorokamui becomes new attack target. If creature isnāt willing this reaction fails.
legendary_desc
legendary_actionsname: Discern,desc: Makes a Wis (Perception) or Wis (Insight) check.,name: Jet,desc: Swims up to half its swimming speed with o provoking opportunity attacks.,name: Cast a Spell (2),desc: Uses Spellcasting.,name: Tentacle Sweep (2),desc: Spins in place with its tentacles extended. Each creature within 20' of it that isnāt grappled by it: DC 17 Dex save or take 19 (4d6+5) bludgeoning damage and be knocked prone. Each creature grappled by akkorokamui must make DC 17 Str save or take 12 (2d6+5) bludgeoning damage.
special_abilitiesname: Amphibious,desc: Can breathe air and water.,name: Legendary Resistance (3/Day),desc: Choose to succeed failed save.,name: Magic Resistance,desc: Advantage: spell/magic effect saves.,name: Magic Weapons,desc: Weapon attacks are magical.,name: Offering of Flesh,desc: Can spend 1 min carefully detaching part or all of one of its 100-foot-long tentacles dealing no damage to itself. Tentacle contains a magic-imbued fleshy hook and enough meat for 25 rations (if part of a tentacle) or 50 rations (if a full tentacle) if properly preserved. Fleshy hook remains imbued with magic for 4 hrs or until a creature eats it. A creature that eats magic-infused fleshy hook regains 50 hp then it is cured of blindness deafness and all diseases or restores all lost limbs (creatureās choice). Limb restoration effect works like regenerate spell. Hookās magic works only if the akkorokamui offered it willingly.,name: Regeneration,desc: Regains 15 hp at start of its turn if it has at least 1 hp.,name: Siege Monster,desc: Double damage to objects/structures.
spell_list
page_no11
document__license_urlhttp://open5e.com/legal
document__slugtob3
document__titleTome of Beasts 3
document__urlhttps://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/
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Tome of Beasts 3, page no. 11