Gargantuan
Dragon
CR 20
Chaotic Neutral
Korthuzal
Tidebound Luck-God
Korthuzal is a colossal sea-serpent deity whose shimmering blue scales and twin pupils—one deep midnight black, the other a lightning-bright cobalt—seem to roll like storm-tossed waves. Sailors tell of sudden fortunes that follow its wake: ships spared from ruin, sudden breezes that fill a crippled mast, or a single coin washed ashore after a ruined voyage. Yet its luck is capricious; those who presume to bargain for favor often find their wind reversed with merciless irony. Where Korthuzal travels the sea itself feels alive, tides answering its moods and storms forming like breath from its great maw.
Armour
20
natural armor (scaly hide)
Hit points
330
20d20+120
Speed
40ft
40 ft., swim 80 ft.
Challenge
20
25,000 XP
STR
20
+5
DEX
14
+2
CON
23
+6
INT
18
+4
WIS
18
+4
CHA
22
+6
Saving throws
STR +11, CON +12, WIS +10, CHA +12
Skills
Perception +10, Stealth +8
Resistances
cold, lightning
Damage immunities
poison
Condition immunities
charmed, frightened, poisoned
Senses
blindsight 60 ft., darkvision 120 ft., passive Perception 20
Languages
understands all languages, telepathy 120 ft.
Multiattack. Korthuzal makes one Bite attack and two Tail attacks.
Bite. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 33 (4d12+5) piercing damage.
Tail. Melee Weapon Attack: +11 to hit, reach 25 ft., one target. Hit: 23 (3d10+5) bludgeoning damage. If the target is a creature Large or smaller, the target is pushed up to 20 feet away and must succeed on a DC 20 Strength saving throw or be knocked prone.
Stormbreath (Recharge 5-6). Korthuzal exhales a 120-foot cone of tempestuous cold and lightning. Each creature in that area must make a DC 20 Dexterity saving throw, taking 110 (20d10) lightning and cold damage on a failed save, or half as much on a successful one. In addition, a creature that fails the save is beset by a cascade of small misfortunes: it has disadvantage on attack rolls and ability checks until the end of its next turn as Korthuzal’s luck twists briefly against it.
Tidechant (1/Day). Korthuzal intones an oceanic call. For the next minute, sea and weather within 5 miles behave as though affected by control water and control weather under Korthuzal’s direction. Additionally, Korthuzal may choose once during that minute to reroll any attack roll, saving throw, or ability check it or an allied creature within 120 ft. made; the second result is used. This power ends early if Korthuzal falls to 0 hit points.
Fate’s Recoil. When Korthuzal is hit by an attack or fails a saving throw, it can use its reaction to reroll that attack roll or saving throw and take the new result. It must take the second result.
The creature can take 3 legendary actions per round, choosing from the options below.
Detect. Korthuzal makes a Wisdom (Perception) check.
Tail Sweep. Korthuzal makes one Tail attack.
Stormbolt. Korthuzal hurls a spear of condensed storm at a point it can see within 120 ft. Each creature in a 20-foot-radius sphere centered on that point must make a DC 20 Dexterity saving throw, taking 36 (8d8) lightning damage on a failed save, or half as much on a success.
Tidal Upheaval. Korthuzal churns the surrounding water. Each creature of Korthuzal’s choice in a 60-foot radius must succeed on a DC 20 Strength saving throw or be pulled 30 feet toward Korthuzal and knocked prone. Solid ground in the area becomes slick and counts as difficult terrain until the end of Korthuzal’s next turn.
Korthuzal's worship predates many coastal kingdoms; older than most written records, its name appears in the chipped petroglyphs of drowned temples and in the whispered rites of fisherfolk who leave knots of trinkets on jagged reefs. Legends say Korthuzal was born when a stray bolt of fate struck a buried leviathan, splitting its spirit into a creature that governs both chance and oceanic will. Fisher-priests called the Nettlespind covenant still keep shrines of driftwood and coin along isolated shoals, offering salt and sacrifice to curry fickle fortune. Mariners and scholars alike debate whether Korthuzal is benevolent, apathetic, or amoral. The Admiralty of Vess (a coastal navy) once tried to harness its power by finding and recovering a drowned reliquary said to contain a fragment of the god’s scale; the attempt ended in an epidemic of impossible luck—battles inexplicably won and lost, commanders promoted then struck by freak accidents—so the reliquary was secretly sunk again. Scholar Ysolde Merunek of the Osmarin Library compiled the Merunek Papers, documenting storms that behave like gambles: storms that spare a single ship bearing a specific sigil while annihilating its escorts. Korthuzal is as much chance as force, and most sailors respect its moods or lie awake praying it takes kindness to them.
Korthuzal is a titanic sinuous serpent perhaps 120–160 feet long, with a broad, flattened head reminiscent of deep-sea fish and a row of jagged, scalloped fins running from crown to tail. Its scales are variegated blues—deep ultramarine near the spine, bright cerulean along the flanks—overlaid with a lacquer-like sheen that catches moonlight in sharp, watery reflections. The eyes are unsettling: left pupil a perfect inky black, like an abyssal well, the right a luminescent cobalt that seems to glow from within; both eyes are ringed with ridged gums of iridescent bone. Along the throat and underside the scales are paler and crosshatched with netlike markings that fishermen interpret as runes of fate. When Korthuzal moves water roils into spirals and air tastes of ozone; its maw contains rows of needle teeth and a fringe of sensory barbels that twitch to current and luck alike. For scale reference, have a single human figure (a captain in wet cloak) standing on a ship’s quarterdeck near Korthuzal’s head — the human reaches only as high as the serpent’s lower jaw, and its tail can coil twice around a sea-wall-sized column.
Made with the free LoreKeeper Monster Generator · D&D 5e-compatible stat block · Free to use at your table · Licence
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