Nautilus, the Titan of the Depths (5e Creature)
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Gargantuan undead, neutral evil
Immutable form. Nautilus is immune to effects that would alter its form.
Turn Immunity. Nautilus is immune to features that turn undead.
Magical Resistance. Nautilus has advantage on saving throws made to resist spells and other magical effects.
Anchor Weighs. Nautilus' weapon is too heavy to withstand. Attacks actions made with his weapon ignore resistance and treat immunity as resistance.
Staggering Blow. A target not hit by an Anchor attack in one round will take additional effects. Targets will take an extra 15 points of damage, the damage type changes to piercing, and the target makes a DC 20 Strength saving throw or becomes restrained until the beginning of their next turn.
Multiattack. Nautilus can make four Anchor attacks. He can make another action, excluding Depth Charge, and still make two Anchor attacks. These can be in any order.
Anchor. Melee Weapon Attack: +18 to hit, reach 15 ft., one creature. Hit: 34 (4d12 + 10) bludgeoning damage.
Dredge Line ( Recharge 5-6). Ranged Weapon Attack: +8 to hit, reach 45 ft., one creature. Hit: 48 (8d12) bludgeoning damage. The target must make a DC 20 Strength saving throw. Upon a failure, the target is magically attached to the anchor. Nautilus then yanks the chain and pulls the target towards him. Nautilus jumps and meets the target halfway, banging the target and stunning them until the end of the target's next turn. A successful save negates the pull, which negates the stun effect.
Nautilus can aim his Dredge Line at solid terrain (walls, columns, trees, etc.) and pull himself towards that location. Doing so does not expend this ability; he need not recharge it.
Titan's Wrath (6). Nautilus gains 95 temporary hit points for two rounds. During this time, Anchor attacks deal additional 14 (4d6) magical thunder damage that reaches to creatures within 15 ft. of the target.
Riptide (6). Nautilus stomps the ground causing ripples of seismic energy. In a 15 ft. cube around Nautilus, three waves of explosions surge. Each creature had within range has their movement speed reduced by half for one round, then they make a DC 25 Dexterity saving throw, taking 33 (6d10) bludgeoning damage on a failed save and half as much on a success.
Depth Charge (Recharge 8). Nautilus picks a target within 60 ft. of him that isn't more than 15 ft. in the air. He then slams his anchor's head into the ground, sending a 10 ft. rolling surge under the ground. The charge shifts the terrain but leaves it unchanged when it moves on. The charge takes until the beginning of Nautilus' next turn to travel to the selected target. If the target attains an altitude of over 15 ft. before the charge detonates, Nautilus chooses a new target mid-travel. If the target moves before the charge reaches them, the charge follows the shortest path to reach them. Any other creatures the charge happens to pass under makes a DC 20 Dexterity saving throw, taking 24 (4d12) bludgeoning damage and 24 (4d12) cold damage and falling prone on a failure. A success results in taking half damage and not being knocked prone. Once the depth charge reaches underneath the target, it detonates, causing a 15 ft. high column of water to spring up under the target. They then make a DC 25 Dexterity saving throw, taking 48 (8d12) bludgeoning damage and 48 (8d12) cold damage and becomes stunned for 1d4+1 rounds upon a failed save. A successful save results in taking half damage and being knocked prone instead of stunned.
The Titan of the Depths 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 Titan of the Depths regains spent legendary actions at the start of its turn.
Attack. Nautilus can make one Anchor action.
Move. Nautilus can move up to 20 ft.
Never Ending Rage. Nautilus can activate Titan's Wrath or Riptide.
Once, Nautilus was a sailor commissioned by the Institute of War to explore the uncharted reaches of the Guardian's Sea. This expedition took him deep into unknown waters where he and his crew found a vast section of black oozing liquid that none of the crew could identify. Though their job was to investigate anything new that they found, no man aboard was willing to brave the murk except Nautilus. Only moments after he donned the hulking diver's suit and climbed over the ship's rail, something lurking in the muck grabbed hold of him. He clung to the side of the ship, but the thing below pulled him fiercely, rocking the entire ship. The other sailors grew afraid and made a terrible decision. As he stared and pled for help, they wrenched his grip free of the rail. He tumbled into the ink, grabbing the anchor in futile desperation. Dark tendrils enveloped him and he could do nothing but watch as the dimming outline of his ship faded away. Then everything went black.
When Nautilus awoke, he was something... different. The great iron suit had become a seamless shell around him, concealing whatever awful truth lay inside. All the details of his memory seemed fuzzy and indistinct but one fact remained clear: he was left here, alone in the sunless depths, to die. In his hands he still clutched the anchor that belonged to the men who had condemned him. Having no other purpose, he took this clue and trudged - too heavy to swim or run - in search of answers. He wandered without direction or sense of passing time in what felt like an eternal dream. By the time he stumbled upon the shores of Bilgewater, he could find no traces of the man he was. No house, no family, no life to which he could return. Terrified sailors who'd heard his tale directed Nautilus back to the Institute, but the summoners refused to relinquish the names of the others they commissioned. By then Nautilus had learned about the League of Legends and there he saw an opportunity to discover and punish those responsible for the time and life he lost.
When consumed by utter darkness, there is nothing left but forward. -- Nautilus