The Great Flood

Level 20
Creature· amphibiousUniqueGargantuanRemaster
AC
44
HP
472
Speed
40 ft.
Perception
+39
Fort
+37
Ref
+32
Will
+33
Immunities disease, poison
Resistances fire 20
Weaknesses mental 20
Languages draconic, petran, thalassic, tien
Senses darkvision, scent 120 ft. (imprecise)
Skills athletics +38, intimidation +38, deception +33, diplomacy +33, society +33, nature +31, performance +29
Other Speeds swim 80 ft.
Recall Knowledge DC 50 (nature)

Attacks

Melee Jaws +40 (reach 15 ft., unarmed), Damage 4d8+20 piercing
Melee Tail +40 (agile, reach 15 ft.), Damage 3d6+20 bludgeoning
Melee Breath +39, Damage 4d12 poison

Abilities

Scent (Imprecise) 120 feetinteraction
Bitter Breathinteraction

90 feet.

If a creature ends its turn in the aura, it's exposed to the Great Flood's flood breath disease.

Coordinated Actionsinteraction

The Great Flood's multiple heads allow them to act on two separate initiatives, rolling initiative twice and acting on both results. They can't Delay. At the start of each of their turns, they gain 2 actions (see Multiple Reactions below for reactions). Any ability that would sever one of the Great Flood's heads doesn't cause the Great Flood to die if they still have at least one head, but it does cause them to lose the additional reaction granted by the severed head.

Darkvisioninteraction
Leading Headinteraction
Multiple Reactionsinteraction

The Great Flood gains an extra reaction per round for each of its nine heads, which they can use only to make Reactive Strikes with their jaws. They can't use more than 1 reaction on the same triggering action, even if a creature leaves several squares within the Great Flood's reach, and they gain reactions on only their first turn each round.

Reactive Strike
Flood Breath

Saving Throw DC 42 fortitude


Stage 1 Drained 1 (1 day)

Stage 2 Drained 2 (1 day)

Stage 3 drained 2 and Doomed 1 (1 day)

Stage 4 You die and your body collapses, releasing a cloud of toxin. Any creature within 10-foot area of your death is exposed to flood breath (1 day)

Great Wave◆◆

Frequency once per day


Effect The Great Flood gathers all nearby water and floods a mile burst. Any creature in the area must succeed at a DC 42 reflex save or be moved up to 60 feet in a direction of the Great Flood's choice. The area remains flooded with 30-foot-deep water for 1 hour or until the Great Flood dies, then drains naturally.

Nine-Jawed Frenzy◆◆

Requirements It's the Great Flood's second turn in the round (see Coordinated Actions)


Effect The Great Flood Strides or Swims twice, moving through smaller creatures' spaces freely. Each creature they move through or are adjacent to takes (4d8+20)[piercing] damage (DC 42 reflex save). Creatures that fail the save are also exposed to flood breath.

There are few creatures capable of such ecological destruction while staying as humorous and lighthearted as the Great Flood. The Great Flood towers with their giant serpent body and nine humanoid heads, each one with a different personality, though all serve the same purpose—to vanquish all signs of life that shouldn't be where they are. This creature intends to maintain the balance of the universe, ensuring that nothing takes up more space than necessary. Unfortunately, the judgment of where someone or something should be is only seen and weighed by the 18 eyes of the Great Flood, with little regard to mortal input.

The Great Flood is an immortal, or at least ageless, being who hibernates for 12 years at a stretch. On the thirteenth year, they emerge from the depths of the oceans and begin weighing the state of the world and the environments closest to their resting place: should the first thing they see on dry land be destroyed? Each of the Great Flood's nine heads lends their thoughts and insights to this deliberation, and upon reaching a consensus, they'll either carry on to the next location or they'll drown the land, immersing miles of dry land in salty waters from the ocean. In instances where they perceive the excess life as particularly problematic, they'll even decide to poison the waters with their bitter breath to ensure that nothing survives the judgment they've decreed. The Great Flood, despite its inherently destructive nature, isn't actually bloodthirsty and will often afford an opportunity for poor townsfolk to state their case and beg for the lives of their town to be saved. While the Great Flood has the capacity for mercy and consideration, the godlike creature stands adamant once they've made their decision. One or two of the heads might feel a twinge of guilt and tell a small joke to the townsfolk, relieving themselves of the mental pressure, before murdering an entire village.

The nine personalities of the serpentine creature often run into contention with each other. One is a perfectionist, while another is aloof; one is assertive, while another is playful; one is capricious, while another is suspicious; one is ambitious, while the other is a people pleaser. The last one is quiet and secretive, only ever whispering to the heads closest to them. Though the heads squabble like siblings, they eventually always make a compromise.