Akkorokamui

Gargantuan Celestial, chaotic good (CR 12)

Armor Class 17 natural armor

Hit Points 189 (14d20+42)šŸŽ²

Speed 15 ft., swim 60 ft.


STR

21 (+5)

DEX

16 (+3)

CON

16 (+3)

INT

19 (+4)

WIS

20 (+5)

CHR

15 (+2)


Skills perception 5

Senses blindsight 30', darkvision 120', passive Perception 19

Languages understands all but canā€™t 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: Guardianā€™s Grasp,desc: When a creature akkorokamui can see within 30' is attack target akkorokamui can pull creature out of harmā€™s way. If creature is willing it is pulled up to 10 ft. closer to akkorokamui and akkorokamui becomes new attack target. If creature isnā€™t 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 isnā€™t 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 (creatureā€™s choice). Limb restoration effect works like regenerate spell. Hookā€™s 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
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