Waeloquay

Chains of Asmodeus p. 175

Size
Gargantuan
Type
elemental
Alignment
neutral evil
AC
14 (natural armor)
Hit Points
290 (20d20+80)
Speed
walk 30 ft., swim 90 ft.
Saving Throws
Wis +6, Cha +7
Skills
Athletics +14, Nature +5
Resistances
acid; bludgeoning, piercing, and slashing from nonmagical attacks
Immunities
poison
Condition Immunities
exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
Senses
darkvision 60 ft.
Passive Perception
10
Languages
Aquan, Common
Challenge
18
STR
26
+8
DEX
14
+2
CON
18
+4
INT
8
−1
WIS
10
+0
CHA
12
+1

Traits

Proficiency Bonus

+6

Magic Resistance

Waeloquay has advantage on saving throws against spells and other magical effects.

Legendary Resistance (3/Day)

If Waeloquay fails a saving throw, he can choose to succeed instead.

recharge

3/DAY

Water Form

Waeloquay can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.

Actions

Multiattack

Waeloquay makes three Slam attacks.

Slam

Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 26 (4d8 + 8) bludgeoning damage.

Whelm (Recharge 4-6)

Each creature in Waeloquay's space must make a DC 22 Strength saving throw. On a failed save, a target takes 21 (3d8 + 8) bludgeoning damage. If it is Large or smaller, it also has the grappled condition (escape DC 20). Until this grapple ends, the target is restrained and unable to breathe, unless it can breathe water. If the save is successful, the target is pushed out of Waeloquay's space. Waeloquay can grapple one Large creature or up to four Medium or smaller creatures at one time. At the start of each of Waeloquay's turns, each target grappled by it takes 21 (3d8 + 8) bludgeoning damage. A creature within 5 feet of Waeloquay can pull a creature or object out of it by taking an action to make a DC 22 Strength check and succeeding.

recharge

D4

Legendary Actions

Legendary Actions (3/Turn)

Waeloquay 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. Waeloquay regains spent legendary actions at the start of its turn.

recharge

3/TURN

Flow

Waeloquay moves up to its speed.

Crush (Costs 2 Actions)

One creature that Waeloquay is grappling takes 44 (8d8 + 8) bludgeoning damage.

Pummel (Costs 2 Actions)

Waeloquay makes a Slam attack with advantage.

Other data

description