Kyrthosum

Gargantuan

Elemental

CR 20

Neutral

Kyrthosum

Planetary Titan

Kyrthosum is a walking continent: mountain ranges fold like armored plating, rivers run along its flanks and forests cling to its shoulders. Wherever it moves the sky darkens with dust and the ground quakes, and civilizations speak of days when hill and valley themselves rose up and strode. It is both geological cataclysm and thinking behemoth, a slow, deliberate intelligence whose steps rearrange maps and whose presence forces entire peoples to flee or worship.

Stat block

Armour

19

natural armor (strata plating)

Hit points

330

20d20+120

Speed

20ft

20 ft., burrow 10 ft.

Challenge

20

25,000 XP

STR

20

+5

DEX

10

+0

CON

22

+6

INT

18

+4

WIS

20

+5

CHA

18

+4

Saving throws

STR +11, CON +12

Skills

Perception +11, Athletics +11

Resistances

bludgeoning, piercing, and slashing from nonmagical attacks

Damage immunities

poison, psychic

Condition immunities

charmed, frightened, poisoned

Senses

truesight 120 ft., passive Perception 21

Languages

understands Primordial and Terran but can't speak

Actions

Multiattack. Kyrthosum makes three Slam attacks.

Slam. Melee Weapon Attack: +11 to hit, reach 30 ft., one target. Hit: 33 (5d10+5) bludgeoning damage.

Earthrend (Recharge 5-6). Kyrthosum strikes the ground. Each creature in a 120-foot cone must make a DC 19 Dexterity saving throw, taking 66 (12d10) bludgeoning damage and falling prone on a failed save, or half as much and not prone on a successful one. Creatures on the ground take full damage if they fail the save; flying creatures automatically succeed but are buffeted and moved 30 feet away if within 30 feet of the cone's origin.

Gravitational Sink. Kyrthosum exerts a slow, crushing pull on a 60-foot-radius area centered on itself. Creatures that start their turn in the area must succeed on a DC 19 Strength saving throw or have their movement reduced to 0 until the start of their next turn and take 22 (4d10) bludgeoning damage as the weight of earth presses down. Objects and structures take double damage from the sink.

Reactions

Tectonic Recoil. When a creature within 60 feet deals damage to Kyrthosum with a melee attack, Kyrthosum can immediately cause the ground beneath that creature to shudder. The attacker must succeed on a DC 19 Dexterity saving throw or be knocked prone and take 14 (4d6) bludgeoning damage.

Legendary actions

The creature can take 3 legendary actions per round, choosing from the options below.

Step Tremor. Kyrthosum takes a stride. It moves up to its walk speed without provoking opportunity attacks and can end its movement on difficult terrain without penalty.

Tail Swipe. Melee Weapon Attack: +11 to hit, reach 40 ft., one target. Hit: 21 (3d10+5) bludgeoning damage. If the target is a Large or smaller creature, it is pushed 20 feet and knocked prone on a hit.

Cosmic Pulse (Costs 2 Actions). Kyrthosum emits a concussive pulse. Each creature within 60 feet must make a DC 19 Constitution saving throw, taking 27 (6d8) thunder damage on a failed save, or half as much on a success. Structures take full damage and must make the saving throw with disadvantage.

Lore

Legend holds that Kyrthosum predates the gods' treaties with the world, birthed in a time when the planet still stitched itself together from molten seams. Some sages in the order called the Cartographers of Nareth claim Kyrthosum is a failed world-soul — a body meant to hold oceans and skies that instead awoke with the sentience of stone. Coastal tribes tell of a single colossal eye, a crater filled with a reflective lake, that watches horizons for threats. Kyrthosum wanders in long arcs measured in years. It favors tectonic rifts, polar wastes, and deep oceanic trenches where its vast feet can sink and recalibrate. It rarely approaches dense urban centers, but when it does the results are ruinous: whole provinces are re-sculpted, rivers rerouted, new hills born overnight. A handful of cults revere Kyrthosum as a remaker — the Ashford Synod keeps pilgrimages on the flanks of minor walking stones said to be its offspring. Scholar Vesmir Tollen wrote the seminal volume Atlas of Wandering Stones after documenting five Kyrthosum landfalls; his maps, inked with strange sigils, are coveted by rulers and feared by seafarers.

Appearance

Kyrthosum resembles a living continent: ridged granite ridges rise like plated shoulders; basaltic spines form a crown along its back; slow, lichen-covered plains slope into bristle forests of petrified trees. Rivers of actual water, threaded with mineral veins, course across its flanks and fall in cataracts from cliff-like flanks when it moves. Its 'head' is a hooded mesa with a single vast pool of still water framed by a circle of standing stones; when Kyrthosum blinks by collapsing a fumarole, steam vents across its face. Scales are not scales but layered strata — veins of quartz, mica, and iron glinting in sunlight. Tiny settlements that cling to fissures give scale: a single human caravan looks like an ant trail on a pebble-strewn slope.

Made with the free LoreKeeper Monster Generator · D&D 5e-compatible stat block · Free to use at your table · Licence

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