The Nuckleavee

Huge monstrosity, unaligned

Armor Class 24 (natural armor)

24 (natural armor) Hit Points 409 (26d12 + 240)

409 (26d12 + 240) Speed 50ft., swim 40ft.

STR DEX CON INT WIS CHA 25 (+7) 20 (+5) 26 (+8) 4 (-3) 12 (+1) 1 (-5)

Saving Throws Dex +16, Con +17, Wis +10

Dex +16, Con +17, Wis +10 Skills perception +10

perception +10 Damage Immunities poison, slashing, piercing, and bludgeoning from nonmagical weapons.

poison, slashing, piercing, and bludgeoning from nonmagical weapons. Damage Resistances necrotic

necrotic Condition Immunities charmed, frightened, poisoned, prone

charmed, frightened, poisoned, prone Senses passive perception 25, blindsight 60ft.

passive perception 25, blindsight 60ft. Languages __

__ Challenge 30 (155,000 XP)

Two Heads. The Nuckelavee has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious

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

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

Noxious Vapors. Any creature that starts its turn within 10 feet of the Nuckleavee takes 18 (5d6) poison damage.

Trampling Charge If the Nuckleavee moved at least 10 feet in a straight line before striking a creature with its bite or leg attack, it deals an additional 18 (4d8) damage of the attack's type.

Quick Movement. The Nuckleavee can disengage or dash as a bonus action on its turn.

Avoidance If the Nuckleavee is subjected to an effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails .

Actions

Multiattack. The Nuckleavee makes six attacks; two with its claws, one with its bite, and two with its legs.

Claws. Melee Weapon Attack: +16 to hit, reach 15ft., one target. Hit 11 (1d8 + 7) slashing damage. On a hit, the target is grapped (escape 17) and is pulled 15 feet towards the Nuckleavee. While grappling, the Nucklevee cannot use that claw against another target.

Bite. Melee Weapon Attack: +16 to hit, reach 5ft., one target. Hit 18 (2d10 + 7) piercing damage plus 18 (5d6) poison damage.

Legs. Melee Weapon Attack: +16 to hit, reach 5ft., one target. Hit 14 (2d6 + 7) slashing or bludgeoning (Nuckleave's choice). The target must suceed on a DC 22 strength saving throw or be knocked prone.

Paralyzing Screech (recarge 5-6) The Nuckleavee emits a terrible screech. All targets that can hear the Nuckleavee must succeed on a DC 22 constitution saving throw, taking 27 (5d10) psychic damage and becoming paralyzed on a failed save, or half as much damage and not becoming paralyzed on a successful one. The target can repeat the saving throw at the end of its turn, ending the effect on a success.

Legendary Actions

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

Move. The Nuckleavee moves up to its speed without provoking opportunity attacks

Attack. The Nuckleavee makes a claw or leg, attack against a target in range

Chomp (costs 2 actions). The Nuckleavee makes a bite attack against a target in range.

Whirlwind (Costs 2 Actions). The Nuckleavee takes both of its arms and spins them in a whirwind around it. All creatures within 15 feet of the Nuckleavee must succeed on a DC 22 dexterity saving throw, taking 22 (5d8) slashing damage on a failed save, or half as much on a successful one.

Screech (costs 3 actions) The Nuckleavee recharges its Paralyzing Screech attack and immediately uses it.