the were-titan tiktaalik

I am currently prepping Maze of the Blue Medusa as the first part of my Clash of the Titans campaign.  Quite a few quirky, original and/or interesting monsters in this adventure – which I have no intention of converting one by one but will most likely just swap in 5e equivalents with the odd 5e conversion.  But this imprisoned titan peeked my interest – especially how he remains trapped in the dungeon – his prison is clever.  So converted here as he would make a pretty cool foe.  Use the Empyrean as the base creature.

A primordial titan of all were-beings of all planets. Trapped and blinded.

TIKTAALIK the PRIMORDIAL SKINCHANGER
Huge celestial (titan), chaotic neutral
Armor Class 22 (natural armor)
Hit Points 313 (19d12 + 190)
Speed 50 ft., fly 50 ft., swim 50 ft.
STR
30 (+10)
DEX
21 (+5)
CON
30 (+10)
INT
21 (+5)
WIS
22 (+6)
CHA
27 (+8)
Saving Throws STR +17, INT +12, WIS +13, CHA +15
Skills Insight +13, Persuasion +15
Damage Immunities Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Truesight 120 ft., passive Perception 16
Languages All
Challenge 23 (50,000 XP)

Innate Spellcasting. Tiktaalik’s innate spellcasting ability is Charisma (spell save DC 23, +15 to hit with spell attacks). He can innately cast the following spells, requiring no material components:

Legendary Resistance (3/Day). If Tiktaalik fails a saving throw, he can choose to succeed instead.

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

Magic Weapons. Tiktaalik’s weapon attacks are magical.

Shapechanger. Tiktaalik can use his action to polymorph into a Huge were-creature of his choice. The shape he can take is a animal-humanoid hybrid or into a Huge version of the animal, or back into his true form, which is humanoid. His statistics in any form are the same, except he gains the unique traits and attack options of the new were-creature form, use his Maul and Bolt action as guides for to-hit and damage for these new attack options. Any equipment he is wearing or carrying isn’t transformed. He reverts to his true form if he dies. Any creature that is infected with the curse becomes a poly-were, randomly transforming into a were-creature every full moon.

Actions

Maul. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 31 (6d6 + 10) bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw or be stunned until the end of the Tiktaalik’s next turn.

Bolt. Ranged Spell Attack: +15 to hit, range 600 ft., one target. Hit: 24 (7d6) damage of one of the following types (Tiktaalik’s choice): acid, cold, fire, force, lightning, radiant, or thunder.

 

Legendary Actions

Tiktaalik 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. He regains spent legendary actions at the start of its turn.

  • Attack. Tiktaalik makes one attack.
  • Bolster. Tiktaalik bolsters all were-creatures within 120 feet of him until the end of his next turn. Bolstered creatures can’t be charmed or frightened, and they gain advantage on ability checks and saving throws until the end of Tiktaalik’s next turn.
  • Trembling Strike (Costs 2 Actions). Tiktaalik strikes the ground with his maul, triggering an earth tremor. All other creatures on the ground within 60 feet of Tiktaalik must succeed on a DC 25 Strength saving throw or be knocked prone.
Cell Restrictions
While in his cell, Tiktaalik randomly changes into a new form at the start of each round – he can not control this. You can use this list of were-creatures as a guide of what he changes into to.  Also, while in the cell he has the blinded condition and can not use plane shift.  Finally, he becomes vulnerable to a random attack types at the start of each round – 1 – piercing and slashing, 2 silver, 3 magical weapon attacks, 4 cold, fire and radiant damage.