Illhveli, Nauthveli
Gargantuan Monstrosity, chaotic evil (CR 16)Armor Class 18 natural armor
Hit Points 280 (16d20+112)
Speed 10 ft., swim 60 ft.
30 (+10)
10 (+0)
25 (+7)
6 (-2)
15 (+2)
12 (+1)
Skills athletics 15, perception 7
Senses darkvision 60 ft., passive Perception 17
Languages understands Common but canāt speak
Challenge Rating 16
Actions
Multiattack.
The nauthveli makes one bite attack and one tail attack.
Bite.
Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 31 (6d6 + 10) piercing damage. If the target is a creature, it is grappled (escape DC 18). Until this grapple ends, the target is restrained, and the nauthveli canāt bite another target.
Tail.
Melee Weapon Attack: +15 to hit, reach 20 ft., one target. Hit: 28 (4d8 + 10) bludgeoning damage.
Swallow.
The nauthveli makes one bite attack against a Large or smaller creature it is grappling. If the attack hits, the target is also swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the nauthveli, and it takes 28 (8d6) acid damage at the start of each of the nauthveliās turns.
If the nauthveli takes 40 damage or more on a single turn from a creature inside it, the nauthveli must succeed on a DC 22 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the nauthveli. If the nauthveli dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 15 feet of movement, exiting prone.
Thunderous Bellow (Recharge 5-6).
The nauthveli bellows in a 60-foot cone. Each creature in the area must make a DC 20 Dexterity saving throw. On a failure, a creature takes 54 (12d8) thunder damage and is pushed up to 15 feet away from the nauthveli and knocked prone. On a success, a creature takes half the damage and isnāt pushed or knocked prone.
sizeGargantuan
typeMonstrosity
group
alignmentchaotic evil
strength_save15
dexterity_save
constitution_save12
intelligence_save
wisdom_save7
charisma_save
perception7
damage_vulnerabilities
damage_resistancescold
damage_immunities
condition_immunitiesfrightened, prone
cr16
reactions
legendary_desc
legendary_actions
special_abilitiesname: Hold Breath,desc: The nauthveli can hold its breath for 1 hour.,name: Siege Monster,desc: The nauthveli deals double damage to objects and structures.,name: Terror of the High Seas,desc: The nauthveli is surrounded by a supernatural aura of dread. Each creature that starts its turn within 60 feet of the nauthveli must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A creature immersed in water has disadvantage on this saving throw. A frightened creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success. If a creatureās saving throw is successful or the effect ends for it, the creature is immune to the nauthveliās Terror of the High Seas for the next 24 hours.
spell_list
page_no212
document__license_urlhttp://open5e.com/legal
document__slugtob2
document__titleTome of Beasts 2
document__urlhttps://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/
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Tome of Beasts 2, page no. 212