Demon Tide (5e Creature)

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Demon Tide[edit]

Gargantuan swarm of Small fiends (heartless), chaotic evil


Armor Class 23 (natural armor)
Hit Points 615 (30d20 + 300)
Speed 140 ft., fly 140 ft.


STR DEX CON INT WIS CHA
30 (+10) 28 (+9) 30 (+10) 22 (+6) 24 (+7) 30 (+10)

Saving Throws Str +19, Dex +18, Con +19, Wis +16, Cha +19
Skills Acrobatics +27, Athletics +28, Intimidation +19, Perception +25, Stealth +18
Proficiency Bonus +9
Damage Resistances bludgeoning, piercing, and slashing
Senses darkvision 60 ft., passive Perception 35
Languages Abyssal
Challenge 30 (155,000 XP)


Consume. Any creature that is grappled by the demon tide is restrained and is trapped inside the demon tide. Grappling a creature does not halve the demon tide's speed. A creature grappled by the demon tide takes 11 (2d10) necrotic damage at the start of each of its turns.

Legendary Resistance (3/Day). If the demon tide fails a saving throw, it can choose to succeed instead.

Magic Resistance. The demon tide has advantage on saving throws against spells and other magical effects.

Overwhelming Power. The demon tide's attacks ignore resistance and immunity.

Siege Monster. The demon tide deals double damage to objects and structures.

ACTIONS

Multiattack. The demon tide can use its Frightful Presence. It then makes four attacks: three with its dive and one with either its hook or uppercut.

Dive. Melee Weapon Attack: +19 to hit, reach 20 ft., one target. Hit: 28 (4d8 + 10) necrotic damage.

Hook. Melee Weapon Attack: +19 to hit, reach 30 ft., one target. Hit: 32 (4d10 + 10) necrotic damage and the target must succeed on a DC 26 Strength saving throw or be pushed 15 feet in a direction of the demon tide's choice.

Uppercut. Melee Weapon Attack: +19 to hit, reach 30 ft., one target. Hit: 32 (4d10 + 10) necrotic damage and the target must succeed on a DC 26 Strength saving throw or be knocked prone.

Frightful Presence. Each creature of the demon tide's choice that is within 120 feet of the demon tide and aware of it must succeed on a DC 26 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the demon tide's Frightful Presence for the next 24 hours.

Rise (Recharge 5-6). The demon tide spreads itself to cover all creatures within 60 feet of itself, allowing the countless shadows that make it up to swarm everything around it. Each creature within 60 feet of the demon tide must make a DC 27 Dexterity saving throw. On a failed save, a creature takes 105 (30d6) necrotic damage and is knocked prone. On a successful save, a creature takes half as much damage and isn't knocked prone.

BONUS ACTIONS

Aggressive. The demon tide moves up to its speed toward a hostile creature that it can see.

LEGENDARY ACTIONS

The demon tide 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. The demon tide regains spent legendary actions at the start of its turn.

Attack. The demon tide makes one dive attack.
Move. The demon tide moves up to its speed without provoking opportunity attacks.
Consume (Costs 2 Actions). The demon tide creates a shadow in a 70-foot line that is 10 feet wide. Each creature in that line must succeed on a DC 27 Strength saving throw or be pulled up to 30 feet towards the demon tide.

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