OverdrivePrime
2018-10-30, 02:06 PM
I took a chapter or two from Tolkein for my game, and I've cribbed the history of my elves almost directly from Finnish folklore in general, the Kalevala in specific, and the metal band Turisas (http://www.turisas.com/site/) for musical inspiration.
Iku-Turso (https://en.wikipedia.org/wiki/Iku-Turso) is an ancient sea god/war god/big bad evil guy who gets banished beneath the waves by the hero bard, Väinämöinen.
My players (Wizard 18, Mystic 18, Archivist 17, Bard 17, Ranger 16), convinced an elven college of the arcane to research a super time-consuing and expensive ritual which will allow them to teleport Iku-Turso and its surroundings up from the ocean depths where it has sulked over the long millennia since it was cursed by Väinämöinen. They've enlisted the help of an entire elven kingdom, its army and its College of the Arcane to battle Iku-Turso.
NO ONE has done a good job researching Iku-Turso, and so they're walking in fairly blind to its capabilities and vulnerabilities except assuming (correctly) that it's immune to cold and lightning damage and vulnerable to radiant damage and sunlight.
The elven army and mages are going to get absolutely *hammered* in this fight, since they're not high-level PCs. I estimate they'll inflict about 250 damage to Iku-Turso in round 1, then 150 in round 2, 100 in round 3, and then falling by 20 damage per round as elves continue to get knocked out of the fight.
My take on Iku-Tuso is basically a kraken fused with a vampire, with some weird stuff thrown in based on the mythology around the beast.
Please let me know what you think! Should the CR be higher? Is it too easy to take out by a well-equipped high-level party? How can I make this encounter more fun and scary?
Iku-Turso
Iku-Turso is an enourmous tauric creature that looks like the cross between a giant squid and a titanic, six-headed fiend. Each of its six heads looks like a primordial sea creature, and each is crowned with a bizarrely large (25’ tall) rack of various types of antlers.
Iku-Turso’s arms look like a series of lobster claws grafted together. It speaks in a voice that sounds like the roar of surging waves.
Gargantuan monstrosity (titan), Neutral Evil
Armor Class 20 (Natural Armor)
Hit Points 553 (27d20+270)
Speed 20 ft., swim 90 ft.
STR 30 (+10) DEX 11 (+0) CON 30 (+10) INT 22 (+6) WIS 18 (+4) CHA 20 (+5)
Saving Throws Str +17, Dex +7, Con +17, Int +13, Wis +11
Spell Resistance: Iku-Turso has advantage on saves vs spells and other magic effects
Damage Immunities: Lightning, Cold; Bludgeoning, Piercing, And Slashing From Nonmagical Weapons
Damage Resistance: Force
Vulnerability: Radiant damage, pre-mythic bards
Condition Immunities: Frightened, Paralyzed, Charmed
Senses: Truesight 240 Ft., passive Perception 14
Languages: Elven, Draconic, Abyssal, Celestial, Infernal, And Primordial
Telepathy 240 Ft.
Challenge: 25 (75,000 XP)
Traits
Amphibious: Iku-Turso can breathe air and water.
Freedom of Movement: Iku-Turso ignores difficult terrain while underwater. While underwater, magical effects can't reduce its speed or cause it to be restrained. While completely submerged, it can spend 5 feet of movement to escape from nonmagical restraints or being grappled.
Siege Monster: Iku-Turso deals double damage to objects and structures.
Divination Void: Iku-Turso cannot be detected through divination magic of any kind. Attempts to scry upon its location are met with an unscryable cloud of 90 feet in diameter.
Father of Diseases: The touch of Iku-Turso carries Contagion as the spell. When someone is struck by Iku-Turso, they are affected by the Contagion spell, but the diseases are randomized. Roll CON save DC 23. Roll 1d8:
Blinding Sickness: Pain grips the creature's mind, and its eyes turn milky white. The creature has disadvantage on Wisdom Checks and Wisdom Saving Throws and is Blinded.
Filth Fever: A raging fever sweeps through the creature's body. The creature has disadvantage on Strength Checks, Strength Saving Throws, and Attack rolls that use Strength.
Flesh Rot: The creature's flesh decays. The creature has disadvantage on Charisma Checks and vulnerability to all damage.
Mindfire: The creature's mind becomes feverish. The creature has disadvantage on Intelligence Checks and Intelligence Saving Throws, and the creature behaves as if under the effects of the Confusion spell during Combat.
Seizure: The creature is overcome with shaking. The creature has disadvantage on Dexterity Checks, Dexterity Saving Throws, and Attack rolls that use Dexterity.
Slimy Doom: The creature begins to bleed uncontrollably. The creature has disadvantage on Constitution Checks and Constitution Saving Throws. In addition, whenever the creature takes damage, it is Stunned until the end of its next turn.
Common cold: runny nose, mild fever
Hepatitis: nauseous, jaundiced, fatigued
Frightful Presence: Each creature that is within 240 ft. of Iku-Turso must succeed on a DC 23 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 Iku-Turso’s Frightful Presence for the next 24 hours.
Legendary Resistance (3/Day): If Iku-Turso fails a saving throw, it can choose to succeed instead.
Regeneration: Iku-Turso regains 40 Hit Points at the start of its turn if it has at least 1 hit point and isn't in sunlight. If the creature takes radiant damage, this trait doesn't function at the start of Iku-Turso’s next turn.
Sunlight Hypersensitivity. Iku-Turso takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on Attack rolls and Ability Checks.
Actions
Multiattack. Iku-Turso makes three tentacle attacks and one claw attack, each of which it can replace with one use of Fling.
Bite. Melee Weapon Attack: +17 to hit, reach 5 ft., one target. Hit: (3d8 + 10) piercing damage. If the target is a Medium or smaller creature grappled by Iku-Turso, that creature is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside Iku-Turso, and it takes 42 (12d6) acid damage at the start of each of Iku-Turso's turns. If Iku-Turso takes 50 damage or more on a single turn from a creature inside it, Iku-Turso must succeed on a DC 25 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of Iku-Turso. If Iku-Turso dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 15 feet of movement, exiting prone
Claw. Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: (4d8 + 10) bludgeoning damage.
Tentacle. Melee Weapon Attack: +17 to hit, reach 30 ft., one target. Hit: (3d6 + 10) bludgeoning damage. The target is grappled (escape dc 18) Until this grapple ends, the target is restrained. Iku-Turso has ten tentacles, each of which can grapple one target
Fling. One Large or smaller object held or creature grappled by Iku-Turso is thrown up to 60 feet in a random direction and knocked prone. If a thrown target strikes a solid surface, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 18 Dexterity saving throw or take the same damage and be knocked prone.
Tsunami. The might of the oceans bursts forth from Iku-Turso! This ability functions as the spell, but casting time is only one action, and it expands out in a ring centered on Iku-Turso’s position. (recharge 6)
Legendary Actions
Iku-Turso 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. Iku-Turso regains spent legendary actions at the start of its turn.
Tentacle Attack or Fling. Iku-Turso makes one tentacle attack or uses its Fling.
Bellow (Costs 2 Actions). Iku-Turso issues a deafening bellow from its six mouths. Each creature and unsecured object within a 60 foot radius takes 6d6 thunder damage and is pushed back 30 feet. A DC 23 Strength save reduces the damage and pushback by half. A creature that impacts a wall or another creature takes 1d6 bludgeoning damage for every 10 feet of movement they had remaining.
Blood Siphon (costs 3 actions). Iku-Turso shakes the horns of its many heads, clattering them together. The broken bits streak off, dealing piercing damage to anyone in a 60’ radius. A target must make a DC 23 Dexterity saving throw, taking 35 (10d6) piercing damage on a failed save, or half as much damage on a successful one. On Iku-Turso’s turn the following round, the spikes embedded in anyone who failed their save rip out and return to Iku-Turso. Iku-Turso gains ½ of the total damage dealt, up to its hit point maximum. (Recharge 5-6)
Ink Cloud (Costs 3 Actions): While Underwater, Iku-Turso expels an ink cloud in a 60-foot radius. The cloud spreads around corners, and that area is heavily obscured to creatures other than the kraken. Each creature other than Iku-Turso that ends its turn there must succeed on a DC 23 Constitution saving throw, taking 27 (5d10) poison damage on a failed save, or half as much damage on a successful one. A strong current disperses the cloud, which otherwise disappears at the end of 2 turns. (Recharge 5-6)
Iku-Turso (https://en.wikipedia.org/wiki/Iku-Turso) is an ancient sea god/war god/big bad evil guy who gets banished beneath the waves by the hero bard, Väinämöinen.
My players (Wizard 18, Mystic 18, Archivist 17, Bard 17, Ranger 16), convinced an elven college of the arcane to research a super time-consuing and expensive ritual which will allow them to teleport Iku-Turso and its surroundings up from the ocean depths where it has sulked over the long millennia since it was cursed by Väinämöinen. They've enlisted the help of an entire elven kingdom, its army and its College of the Arcane to battle Iku-Turso.
NO ONE has done a good job researching Iku-Turso, and so they're walking in fairly blind to its capabilities and vulnerabilities except assuming (correctly) that it's immune to cold and lightning damage and vulnerable to radiant damage and sunlight.
The elven army and mages are going to get absolutely *hammered* in this fight, since they're not high-level PCs. I estimate they'll inflict about 250 damage to Iku-Turso in round 1, then 150 in round 2, 100 in round 3, and then falling by 20 damage per round as elves continue to get knocked out of the fight.
My take on Iku-Tuso is basically a kraken fused with a vampire, with some weird stuff thrown in based on the mythology around the beast.
Please let me know what you think! Should the CR be higher? Is it too easy to take out by a well-equipped high-level party? How can I make this encounter more fun and scary?
Iku-Turso
Iku-Turso is an enourmous tauric creature that looks like the cross between a giant squid and a titanic, six-headed fiend. Each of its six heads looks like a primordial sea creature, and each is crowned with a bizarrely large (25’ tall) rack of various types of antlers.
Iku-Turso’s arms look like a series of lobster claws grafted together. It speaks in a voice that sounds like the roar of surging waves.
Gargantuan monstrosity (titan), Neutral Evil
Armor Class 20 (Natural Armor)
Hit Points 553 (27d20+270)
Speed 20 ft., swim 90 ft.
STR 30 (+10) DEX 11 (+0) CON 30 (+10) INT 22 (+6) WIS 18 (+4) CHA 20 (+5)
Saving Throws Str +17, Dex +7, Con +17, Int +13, Wis +11
Spell Resistance: Iku-Turso has advantage on saves vs spells and other magic effects
Damage Immunities: Lightning, Cold; Bludgeoning, Piercing, And Slashing From Nonmagical Weapons
Damage Resistance: Force
Vulnerability: Radiant damage, pre-mythic bards
Condition Immunities: Frightened, Paralyzed, Charmed
Senses: Truesight 240 Ft., passive Perception 14
Languages: Elven, Draconic, Abyssal, Celestial, Infernal, And Primordial
Telepathy 240 Ft.
Challenge: 25 (75,000 XP)
Traits
Amphibious: Iku-Turso can breathe air and water.
Freedom of Movement: Iku-Turso ignores difficult terrain while underwater. While underwater, magical effects can't reduce its speed or cause it to be restrained. While completely submerged, it can spend 5 feet of movement to escape from nonmagical restraints or being grappled.
Siege Monster: Iku-Turso deals double damage to objects and structures.
Divination Void: Iku-Turso cannot be detected through divination magic of any kind. Attempts to scry upon its location are met with an unscryable cloud of 90 feet in diameter.
Father of Diseases: The touch of Iku-Turso carries Contagion as the spell. When someone is struck by Iku-Turso, they are affected by the Contagion spell, but the diseases are randomized. Roll CON save DC 23. Roll 1d8:
Blinding Sickness: Pain grips the creature's mind, and its eyes turn milky white. The creature has disadvantage on Wisdom Checks and Wisdom Saving Throws and is Blinded.
Filth Fever: A raging fever sweeps through the creature's body. The creature has disadvantage on Strength Checks, Strength Saving Throws, and Attack rolls that use Strength.
Flesh Rot: The creature's flesh decays. The creature has disadvantage on Charisma Checks and vulnerability to all damage.
Mindfire: The creature's mind becomes feverish. The creature has disadvantage on Intelligence Checks and Intelligence Saving Throws, and the creature behaves as if under the effects of the Confusion spell during Combat.
Seizure: The creature is overcome with shaking. The creature has disadvantage on Dexterity Checks, Dexterity Saving Throws, and Attack rolls that use Dexterity.
Slimy Doom: The creature begins to bleed uncontrollably. The creature has disadvantage on Constitution Checks and Constitution Saving Throws. In addition, whenever the creature takes damage, it is Stunned until the end of its next turn.
Common cold: runny nose, mild fever
Hepatitis: nauseous, jaundiced, fatigued
Frightful Presence: Each creature that is within 240 ft. of Iku-Turso must succeed on a DC 23 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 Iku-Turso’s Frightful Presence for the next 24 hours.
Legendary Resistance (3/Day): If Iku-Turso fails a saving throw, it can choose to succeed instead.
Regeneration: Iku-Turso regains 40 Hit Points at the start of its turn if it has at least 1 hit point and isn't in sunlight. If the creature takes radiant damage, this trait doesn't function at the start of Iku-Turso’s next turn.
Sunlight Hypersensitivity. Iku-Turso takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on Attack rolls and Ability Checks.
Actions
Multiattack. Iku-Turso makes three tentacle attacks and one claw attack, each of which it can replace with one use of Fling.
Bite. Melee Weapon Attack: +17 to hit, reach 5 ft., one target. Hit: (3d8 + 10) piercing damage. If the target is a Medium or smaller creature grappled by Iku-Turso, that creature is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside Iku-Turso, and it takes 42 (12d6) acid damage at the start of each of Iku-Turso's turns. If Iku-Turso takes 50 damage or more on a single turn from a creature inside it, Iku-Turso must succeed on a DC 25 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of Iku-Turso. If Iku-Turso dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 15 feet of movement, exiting prone
Claw. Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: (4d8 + 10) bludgeoning damage.
Tentacle. Melee Weapon Attack: +17 to hit, reach 30 ft., one target. Hit: (3d6 + 10) bludgeoning damage. The target is grappled (escape dc 18) Until this grapple ends, the target is restrained. Iku-Turso has ten tentacles, each of which can grapple one target
Fling. One Large or smaller object held or creature grappled by Iku-Turso is thrown up to 60 feet in a random direction and knocked prone. If a thrown target strikes a solid surface, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 18 Dexterity saving throw or take the same damage and be knocked prone.
Tsunami. The might of the oceans bursts forth from Iku-Turso! This ability functions as the spell, but casting time is only one action, and it expands out in a ring centered on Iku-Turso’s position. (recharge 6)
Legendary Actions
Iku-Turso 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. Iku-Turso regains spent legendary actions at the start of its turn.
Tentacle Attack or Fling. Iku-Turso makes one tentacle attack or uses its Fling.
Bellow (Costs 2 Actions). Iku-Turso issues a deafening bellow from its six mouths. Each creature and unsecured object within a 60 foot radius takes 6d6 thunder damage and is pushed back 30 feet. A DC 23 Strength save reduces the damage and pushback by half. A creature that impacts a wall or another creature takes 1d6 bludgeoning damage for every 10 feet of movement they had remaining.
Blood Siphon (costs 3 actions). Iku-Turso shakes the horns of its many heads, clattering them together. The broken bits streak off, dealing piercing damage to anyone in a 60’ radius. A target must make a DC 23 Dexterity saving throw, taking 35 (10d6) piercing damage on a failed save, or half as much damage on a successful one. On Iku-Turso’s turn the following round, the spikes embedded in anyone who failed their save rip out and return to Iku-Turso. Iku-Turso gains ½ of the total damage dealt, up to its hit point maximum. (Recharge 5-6)
Ink Cloud (Costs 3 Actions): While Underwater, Iku-Turso expels an ink cloud in a 60-foot radius. The cloud spreads around corners, and that area is heavily obscured to creatures other than the kraken. Each creature other than Iku-Turso that ends its turn there must succeed on a DC 23 Constitution saving throw, taking 27 (5d10) poison damage on a failed save, or half as much damage on a successful one. A strong current disperses the cloud, which otherwise disappears at the end of 2 turns. (Recharge 5-6)