Kundalini (5e Creature)

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Gargantuan monstrosity, unaligned

Armor Class 18 (natural armor)
Hit Points 330 (20d20 + 120)
Speed 50 ft., swim 50 ft.

28 (+9) 18 (+4) 22 (+6) 1 (-5) 8 (-1) 4 (-3)

Saving Throws Dex +9, Con +11
Skills Stealth +9
Damage Vulnerabilities cold, poison
Damage Resistances magical piercing, slashing, and bludgeoning
Damage Immunities fire, thunder, acid; nonmagical piercing, slashing, and bludgeoning
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, prone
Senses blindsight 30 ft., Blindsight 60 ft., passive Perception 9
Challenge 15 (13,000 XP)

False Constitution. On a critical hit, the kundalini's resistances and immunities are ignored, and the attacker may roll for damage an additional time.

Amorphous. The kundalini can move through a space as narrow as 1 inch wide without squeezing.

Watery Form. Creatures inside the kundalini's space do not suffer the penalties of being in another creature's space, but must use their swimming speed to move and must hold their breath.

Magic Weapons. The kundalini's weapon attacks are magical.


Multiattack. The kundalini uses its Crush or Water Spout and makes a pressurized water attack, or makes two pressurized water attack.

Pressurized Water. Ranged Weapon Attack: +9 to hit, range 45/90 ft., one target. Hit: 22 (3d8 + 9) piercing damage or they move 25 ft. away from the kundalini. The kundalini may forgo dealing damage to double the distance moved.

Crush. All creatures within 10 ft. of the kundalini must make a DC 19 Strength saving throw, taking 42 (12d6) bludgeoning damage and becoming restrained for 1 minute on a failed save, or take half as much damage on a successful one. They may retry this saving throw at the end of each of their turns, ending this effect early on a success.

Water Spout. All creatures in a 10 ft. radius, 60 ft. tall cylinder within 60 ft. of the kundalini must attempt a DC 19 Strength saving throw, taking 30 (10d6) bludgeoning damage and becoming prone on a failed save, or take half as much damage on a successful one.

A kundalini from Berserk chapter 272, [Source]

Towering over ships and clearing whole villages in minutes, kundalini are incredibly powerful water elementals. At times, they have even been revered as polytheistic gods. The serpents' amorphous, watery body lack any sort of detail, save for two brightly glowing eyes. Within this form is a single, average-sized sea snake that, using uncharacteristically strong illusion magic, controls masses of minor water spirits to protect itself. Though they are often used by strong spellcasters as war beasts, they are naturally peaceful creatures, feeding off of the kelp that is plentiful in their surroundings and generally ignoring other creatures.

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