Ultima Beast (5e Creature)
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Gargantuan monstrosity (titan), chaotic evil
Saving Throws Str +16, Con +15, Wis +11, Cha +11
Legendary Resistance (3/Day). If the ultima beast fails a saving throw, it can choose to succeed instead.
Magic Weapons. The ultima beast’s natural weapons are magical.
Siege Monster. The ultima beast deals double damage to objects and structures.
Multiattack. The ultima beast uses its Frightful Presence. It then makes four claw attacks and a bite attack, or makes two claw attacks and uses Light Pillar once.
Bite. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 25 (3d10 + 9) piercing damage.
Claw. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 16 (2d6 + 9) slashing damage.
Tail. Melee Weapon Attack: +16 to hit, reach 20 ft., one target. Hit: 18 (2d8 + 9) bludgeoning damage.
Frightful Presence. Each creature of the ultima beast’s choice that is within 120 feet of the ultima beast and aware of it must make a DC 19 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 ultima beast’s Frightful Presence for 24 hours.
Light Pillar. The ultima beast calls down a column of searing light at a point it can see within 90 feet, creating a cylinder that is 30 feet wide and 60 feet high. Each creature in that cylinder must make a DC 19 Dexterity saving throw, taking 27 (5d10) radiant damage on a failed save, or half as much damage on a successful one. On a failed save, a creature is also blinded until the end of its next turn.
Force Breath (Recharge 5-6). The ultima beast exhales pure magical energy in a 90-foot cone. Each creature in that cone must make a DC 23 Constitution saving throw, taking 70 (20d6) force damage on a failed save, or half as much damage on a successful one.
The ultima beast 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 ultima beast regains spent legendary actions at the start of its turn.
Detect. The ultima beast makes a Wisdom (Perception) check.
The ultima beast is a living weapon from an age when godlike sorcerers ruled the world. Wrought to bring ruin upon the foes of its creators, it was sealed away when its makers beheld its terrible powers in action and grew afraid.
Man-made Monster. The ultima beast is not a natural creature, and the fact of its artificial origin is apparent at a glance. Gilded plates of armour are riveted to its flesh, and a complex array of glowing blue vanes runs down the length of its spine. Its teeth and claws are made of metal, and silver filaments run beneath its skin in place of arteries. Despite these traits, the ultima beast is no simple construct: it is very much a creature of flesh and blood.
Power Made Flesh. The ultima beast’s body seethes with arcane power. Its horns and muscles crackle with magical energy, and its eyes glow blue in reflection of its eldritch sight. Such is the creature’s power that it can call down shafts of burning radiance from the heavens, and expel torrents of raw magical energy from its gaping jaws as easily as a dragon breathes fire. Worse, its powers allow it to adapt to the tactics of its foes, becoming temporarily immune to certain forms of damage.
Sealed Menace. The ultima beast was intended to be a weapon of war, but when its creators saw how powerful it truly was, they grew to fear their creation and discontinued their plans to create more of its kind. Legends say that this terrible beast was sealed away on a floating continent hidden somewhere in the clouds, where its dreadful power may never bring harm to the lands below.
Immortal Nature. The ultima beast does not need to eat, sleep, drink, or breathe.