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King of the Beast headed Giants of the Sea of Silt. He rallied the beast-headed ones and united them. His resolve and focus worried Nibenay as any rival power does. He sent his brides on Cloud Ray's to capture this new leader before he turned his attention away from the silt and toward the riches of the city. 

STATS

Armor Class: 18 (natural armor)

Hit Points: 300 (24d10 + 168)

Speed: 40 ft., swim 40 ft.

STR 24 (+7) DEX 12 (+1) CON 24 (+7) INT 16 (+3) WIS 16 (+3) CHA 20 (+5)

Saving Throws: Str +13, Con +13, Wis +9

Skills: Perception +9, Persuasion +11

Damage Resistances: bludgeoning, piercing, and slashing damage from nonmagical attacks

Condition Immunities: charmed, frightened

Senses: darkvision 120 ft., passive Perception 19

Languages: Common, Giant

Challenge: 19 (22,000 XP)

Siege Monster: Venoram deals double damage to objects and structures.

Innate Spellcasting: Venoram's innate spellcasting ability is Charisma (spell save DC 19). He can innately cast the following spells, requiring no material components:

  • At will: thaumaturgy
  • 3/day each: animal friendship, dominate person, water breathing
  • 1/day each: cone of cold, control weather, teleport

Spellcasting: Venoram is a 7th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). He has the following spells prepared:

  • Cantrips (at will): mage hand, prestidigitation, shocking grasp
  • 1st level (4 slots): shield, thunderwave
  • 2nd level (3 slots): enlarge/reduce, gust of wind, misty step
  • 3rd level (3 slots): lightning bolt, sleet storm

Actions

Multiattack: Venoram makes three attacks: one with his bite and two with his fists.

Bite: Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 21 (3d8 + 7) piercing damage.

Fist: Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 18 (3d6 + 7) bludgeoning damage.

Legendary Actions

Venoram 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. Venoram regains spent legendary actions at the start of his turn.

Claw Attack: Venoram makes one claw attack.

Command Beast-Headed Ones: Venoram gives a command to one nearby beast-headed giant, which can immediately take one action or move up to its speed without provoking opportunity attacks.

Rally: Venoram lets out a mighty roar, bolstering the resolve of his allies. All friendly creatures within 60 feet of Venoram gain advantage on their next saving throw against being charmed or frightened.

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