Deep Carbon Observatory, Sekiro, The God that Crawls
The Long-Arm Centipede Giant CR: 15 (13,000 XP)
Huge giant (elemental, earth), chaotic evil
Armor Class: 18 (natural)
Hit Points: 500
Speed:
15 ft
, climb: 15 ft
Saving Throws: STR d20+14 ; CON 1d20+10 ; WIS 1d20+9 ; CHA 1d20+3
Skills: Athletics 1d20+8 ; Perception 1d20+9
Condition Immunities: prone
Senses: tremorsense 60 ft.; passive Perception 19
Languages: None; does not speak (hopelessly insane)
Challenge Rating: 15 (13,000 XP)
Aversion of Fire. If the Giant takes fire damage, he has disadvantage on attack rolls and ability checks until the end of his next turn.
Immortality. The Giant is a force of nature, an avatar of elemental evil earth, and regains 10 hit points at the start of its turn. If the Giant is reduced to 0 hit points its regeneration will pause for 1 hour before restarting. The only way to kill the giant directly is to close the portal to the elemental plane of earth within the Earth Node. Other indirect methods incapacitate the giant for 1 hour. For example, in Princes of the Apocalypse destroying Ironfang, for example, shuts down the earth node finally killing the giant. The method of his incapacitation will determine how he regenerates but this change always takes 1 hour. For example, petrification turns him into a "Giant of Stone".
Keen Senses. Advantage on all Perception (WIS) checks using smell or hearing.
Legendary Resistance (3/day). The Giant can turn a failed save into a success.
Rubber Bones. Can squeeze through a space as narrow as 1 foot' wide. While squeezing through a space, The Giant must spend 1 extra foot for every foot it moves there, and it has disadvantage on attack rolls and Dexterity saving throws. Attack rolls against the creature have advantage while it's in the smaller space.
Spider Climb. Can climb difficult surfaces without a check.
The god that Crawls. The Giant changes as it devours victims. These changes are permanent.
- For every level the victim possessed, the God adds one to its permanent hit point total.
- If the character was capable of casting Magic-User spells, or had innate spell-like or magical abilities, the God’s regeneration ability increases by one point.
- If the character was capable of casting Cleric spells, the God’s regeneration ability decreases by one point.
Also, its stats change if it absorbs magi- cal equipment (including potions, but not including scrolls). These changes are also permanent.
- Any magical item with defensive capabilities increases its Armor Class by 1 point (to a maximum of 30).
- Any magical item that has offensive capabilities or bonuses adds a die to all its damage dice (6d6 becomes 7d6).
- Any other magical item increases the creature’s maximum hit points by one.
Actions
Grab. Melee Weapon Attack:
1d20+14 to hit, reach 15ft, one target. Hit: 6d6+9 bludgeoning damage, and target is grappled and restrained (escape DC 17). The Giant can grapple a max of two creatures this way. If The Giant has one hand free, it can Grab a creature grappled by the other hand with advantage, twisting its body for another 6d6+9 bludgeoning damage. A creature brought to 0 HP or below through twisting is dead.
One-Handed Crush. Grappled creature only: automatic. Hit: 6d6+9 bludgeoning damage.
Bite. Grappled creature only. Melee Weapon Attack, 1d20+14 to hit with advantage, one target. Hit: 5d12+9 piercing damage. A Medium or smaller target must make a DEX saving throw (DC 17) or be swallowed by the Giant. A swallowed creature is blinded and restrained, has total cover from all attacks and other effects outside the Giant, and takes 5d6 acid damage at the start of each of The Giant's turns. A creature brought to 0 HP or below by the bite or the acid damage is dead. If the Giant takes 30 damage or more on a single turn from a swallowed creature inside it, it must succeed on a DC 21 CON save or regurgitate all swallowed creatures, which fall prone in a space within 15' of the Giant. If the Giant dies, a swallowed creature is no longer restrained by it, and can escape the corpse by using 15' of movement, exiting prone.
Reactions
Scurry. The first time he is bloodied, the giant can take the Disengage action and moves double his speed.
Legendary Actions
The Giant 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 Giant regains spent legendary actions at the start of its turn.
- Grab. The Giant makes a Grab attack
- One-Handed Crush. The Giant makes a One-Handed Crush attack (grappled creature only)
- Bite. The Giant makes a Bite attack (grappled creature only)
- Squeeze. The Giant squeezes through a space as narrow as 1 ft. as per the Rubber Bones ability
He does not sleep, but he dreams. Motionless for several hundred years. Caked in dust he lies, naked on the floor, his skin the temperature of stone, his nearly-sightless half-closed eyes like rocks, his great heart beating quarter-of-the hour. He does not sleep; he does not think, he waits and waking dreams the distant sounds and slow procession of scent. The taste of motionless air. Something has happened, far above, a pressure easing. Something vast has shifted in the earth. Maybe something else will happen now. Maybe soon.
His bones are cartilage, like a shark’s. He could never walk. He crawls, if he has the space, on deeply calloused forearms and knees, often pausing to listen and sniff the air. If he could stand, he would be about 18 to 20 feet tall but slender and starved. As he crawls, his eyes will be about five feet off the ground, level with yours.
Cartilage deforms more than bone so he can, with time, work its way through spaces that in human scale would be little bigger than a letterbox mouth, about the size (relatively) of an A4 book. There is no part of the Observatory he cannot access. If he attempts to squeeze into a small passage, he fills it. The players may see, ahead of them, a pale gigantic hand reaching towards them, clutching at the rock. Behind it an arm, a shoulder and then a gawping face filling the width of the passageway, rolling opalescent eyes under half-closed lids, a mouth like the boot of an economical car, the huge teeth in it grating as the jaw deforms. His only option is to crush you against the wall with his outstretched hand, or grab you and squeeze you to death, then to slither forward and scoop you up in its mouth. He will eat you, chewing well, equipment and all, to get you out of the way.
He could come into your house through the front door. He could slowly squeeze his body up your stairs, filling the stairwell with his flesh, then send one questing hand through your bedroom door. He could squeeze his head into your room and look at you.
He is strong His bones will not leverage force; to kill, he must twist off limbs and bite with his great teeth. He climbs well, oozing and creeping up the rock with every point of his flexible body in contact. He is silent and highly intelligent.
If you could speak to him after he ate, you might possibly be able to negotiate, though there is nothing he wants except to eat again.
The Giant uses its tremorsense and sense of smell to track and find creatures. It can be heard before it arrives by a
gnashing of teeth which echoes throughout the area, making it difficult to pinpoint.
Suggested Environments
Deep Carbon Observatory