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Akkorokamui

Size
Gargantuan
Type
Celestial
Challenge Rating
12
Source
Tome of Beasts 3
Alignment
Chaotic-Good
Armor Class
17
Speeds
15, swim 60
Walking Speed
15
Swimming Speed
60
Strength Score
21
Dexterity Score
16
Constitution Score
16
Intelligence Score
19
Wisdom Score
20
Charisma Score
15
Skill Proficiencies
Perception
Languages Ref
understands all but can't speak, telepathy 120'
Hit Points
189
Condition Immunities
Poisoned
Resistances
Immune to Poison Damage

Gargantuan celestial, chaotic good


Armor Class 17 (natural armor)

Hit Points 189 (14d20+42)

Speed 15 ft., swim 60 ft.


STR
21 (+5)
DEX
16 (+3)
CON
16 (+3)
INT
19 (+4)
WIS
20 (+5)
CHA
15 (+2)

Skills Perception +5

Damage Immunities poison

Condition Immunities poisoned

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

Languages understands all but can't speak, telepathy 120'

Challenge 12 (8,400 XP)

Amphibious. Can breathe air and water.

Legendary Resistance (3/Day). Choose to succeed failed save.

Magic Resistance. Advantage: spell/magic effect saves.

Magic Weapons. Weapon attacks are magical.

Offering of Flesh. 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.

Regeneration. Regains 15 hp at start of its turn if it has at least 1 hp.

Siege Monster. Double damage to objects/structures.

Actions

Multiattack. Three Tentacles. Can replace one with Spellcasting or Healing Touch.

Reactions

Guardian's Grasp. 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 Actions

Discern. Makes a Wis (Perception) or Wis (Insight) check.

Jet. Swims up to half its swimming speed with o provoking opportunity attacks.

Cast a Spell (2). Uses Spellcasting.

Tentacle Sweep (2). 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.

Stat block from Tome of Beasts 3 (Kobold Press), Open Game Content used under the Open Game License 1.0a. Tome of Beasts 3. ©2022 Open Design LLC. All rights reserved. It is not Geminaea material. See Legal.