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 can’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: Guardian’s Grasp,desc: When a creature akkorokamui can see within 30' is attack target akkorokamui can pull creature out of harm’s way. If creature is willing it is pulled up to 10 ft. closer to akkorokamui and akkorokamui becomes new attack target. If creature isn’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 isn’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 (creature’s choice). Limb restoration effect works like regenerate spell. Hook’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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