View Full Version : D&D 5e/Next Avatar of Umberlee Stats

2017-08-16, 04:58 PM
Umberlee, The Bitch Queen
Garangutan Celestial, Chaotic Evil


Armor Class 28 (natural armor)
Hit Points 815 (30d20+500)
Speed 80 ft., fly 100 ft, swim 250 ft
STR 28, DEX 30, CON 27, INT 30, WIS 30, CHA 30
Saving Throws CHA +19, WIS +19, DEX +19
Skills Perception +26, Acrobatics +26, Nature +19, Survival +19, Deception +19
Damage Immunities acid, cold, fire, lightning, poison; bludgeoning, piercing, and slashing damage from nonmagical weapons
Condition Immunities blinded, charmed, deafened, frightened, poisoned, stunned, petrified, grappled
Senses Blindsight 240 ft., truesight 120 ft., passive Perception 20
Languages All, Telepathy 120ft
Challenge 35 (200,000 XP)


Amphibious. Umberlee can breathe air and water.
Discorporation. When Umberlee drops to 0 hit points or dies, her body is destroyed but her essence travels back to her domain in the Deep Wilds, and she is unable to take physical form for a time.
Innate Spellcasting:
5/Day. Tsunami
At will. Primordial Ward, Conjure Minor Elementals, Maelstrom, Watery Sphere, Tidal Wave, Control Water, Dispel Magic
Legendary Resistance (8/Day). If Umberlee fails a saving throw, she can choose to succeed instead.
Magic Resistance. Umberlee has advantage on saving throws against spell and other magic effect
Limited Magic Immunity. Unless she wishes to be affected, Umberlee is immune to spells of 6th level or lower. She has advantage on saving throws against all other spells and magical effects.
Magic Weapons. Umberlee's weapon attacks are magical.
Regeneration. Umberlee regains 60 hit points at the start of her turn.
Change Shape. Umberlee magically polymorphs into a humanoid or aquatic beast that has a challenge rating no higher than her own, or back into her true form. Any equipment she is wearing or carrying is absorbed or borne by the new form (Umberlee's choice). In a new form, Umberlee retains her alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Her statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.


Multiattack. Umberlee can use her Majestic Presence. She then makes three attacks: two with her trident and one with her tail.
Trident. Melee Weapon Attack: +19 to hit, reach 15 ft., one target. Hit: 44 (4d6 + 30) slashing damage.
Tail. Melee Weapon Attack: +19 to hit, reach 20 ft., one target. Hit: 38 (4d8 + 20) piercing damage.

Sea-Strike. Umberlee launches 9 spheres of water at each creature of her choice that she can see within 200 feet range. A sphere deals 1d4 + 1 cold damage to its target.

Majestic Presence. Each creature of Umberlee's choice that is within 350 feet of Umberlee and aware of her must succeed on a DC 28 Wisdom saving throw or become charmed for 1 minute as if under the effects of a "Dominate Monster" spell. 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 Umberlee's Majestic Presence for the next 24 hours.

Legendary Actions

Umberlee can take 6 legendary actions, choosing from the options listed. Only one legendary action option can be used at a time and only at the end of another creature's turn. Umberlee regains spent legendary actions at the start of her turn.

Sea-Srike (Costs 2 Actions). Umberlee uses her Sea-Strike action.

Submerge. Umberlee can take a dash action if she is within a body of water.

Slipperiness ( Costs 2 Actions ). Umberlee turns an area within a radius of 100 feet from her into difficult terrain, furthermore each creature entering the area or ending it's turn there must succeed on a DC 10 Dexterity saving throw or be knocked prone. The effect lasts until the start of the next round.

Lair Actions

All open seas and oceans qualify as Umberlee's Lair when her Avatar manifests on the Prime Material. On initiative count 20 (losing initiative ties), Umberlee can take a lair action to cause one of the following magical effects; Umberlee can't use an effect again until she finishes a short or long rest:

* Glimmer of the Blue Age - Channeling utmost power over her domain, Umberlee causes a portion of the sea or ocean within a radius of 100 miles to churn unnaturally, sending waves rippling to astronomical heights, as eventually miles of water coalesce into massive watery tornadoes that lick the skies and chaotic foam reigns below. Each creature except for Umberlee caught in the area must make a DC 28 Dexterity saving throw or take 25d10 bludgeoning and 25d10 cold damage, halved on a successful save. Furthermore on a failed save, the creature is spectacularly flung out 500 feet in a random direction. The effect lasts for 1 minute, and each creature must repeat the saving throw at the beginning of their next turn, but taking only half as much damage each time regardless ( And then halved again if a successful save ). Lastly, Umberlee can extend this Lair Action to an upwards of 50 miles inland, drowning it in the process.

* Primordial Vortex - Umberlee chooses an area with a radius of up to 50 feet, causing all water in it to start furiously draining in a swirling whirlpool motion all the way towards the bottom of that body of water. A creature caught in the vortex must succeed on a DC 28 Dexterity saving throw or take falling damage equal to the distance to the bottom in addition to 25d10 bludgeoning damage. A creature which succeeds his saving throw must do so 2 more times during his next turns in order to escape the vortex.

Regional Effects

* For as long as Umberlee's Avatar remains on the Prime Material, all large bodies of water are perpetually under a Stage 5 Precipitation and Stage 5 Wind, as described in the "Control Weather" spell.

* All Sea environment creatures of evil alignment are permanently under the effects of an Holy Aura, Bless, Aid and Haste spells within 10 miles of Umberlee's presence, unless she wishes otherwise.

* Travelling speed by sea is 1/4 as much as normal.

If Umberlee dies, these effects fade over the course of 1d50 days.