This is homebrew, submitted by a member of the community.
Twinkie
Twinkie
Gargantuan Monstrosity, Undead, Unaligned.Gargantuan Monstrosity, Undead, Unaligned.
Legendary Resistance (5/Day). If Twinkie fails a saving throw, it can choose to succeed instead.
Magic Resistance. Twinkie has advantage on saving throws against spells and other magical effects.
Improved Reflective Carapace. Any time Twinkie is targeted by a magic missile spell, a line spell, or a spell that requires a ranged attack roll, roll a d6. on a 1 to 4, Twinkie is unaffected. On a 5 or 6, Twinkie is unaffected, and the effect is reflected back at the caster as though it originated from Twinkie, turning the caster into the target.
Siege Monster. Twinkie deals double damage to structures.
Adamantine Composition. Twinkie's adamantine coating renders it immune to critical hits.
Adamantine Weaponry. Twinkie's natural weaponry is coated in adamantine, causing attacks to inanimate objects to become critical hits. Additionally, Twinkie's attacks count as magical for the sake of overcoming resistances.
Planar Binding. Twinkie's creation and nature prevent Twinkie from leaving the plane it is created on by any means. This includes teleportation of any kind, or spatial/dimensional/temporal displacement.
Unending Durability. Twinkie's Armor class and Max HP cannot be reduced by any means.
Anti-Magic Aura. Twinkie is surrounded by a (Dx10+5) ft. aura that acts for all intensive purposes as an Antimagic Field. In addition, any items or spells being suppressed by this field Twinkie is made explicitly aware of, gaining complete knowledge of the object and its precise location until it leaves the field. If Twinkie takes more than (20xD+30) damage in a turn, this is rendered inactive until the start of Twinkie's turn.
Magic Consumption. Any form of magic creature, item, or object, upon entering Twinkie's jaws, cease to be magical permanently. Every time this takes place, Twinkie's maximum health increases by 20.
Eternal. Twinkie has a damage threshold of 25. He regenerates 100 (10d10+45) health at the start of each turn. Additionally, effects that would classify as an "instant kill" without dealing damage to Twinkie instead deal 25 radiant damage.
Dirgebringer. Twinkie's AC increases by 1 for each stack of Dirge (see actions). Twinkie can spend stacks of Dirge to amplify physical attacks. Each stack of Dirge spent amplifies the damage dealt by 4 of the appropriate damage dice.
[b][i]Legendary Resistance (5/Day).[/i][/b] If Twinkie fails a saving throw, it can choose to succeed instead.
[b][i]Magic Resistance.[/i][/b] Twinkie has advantage on saving throws against spells and other magical effects.
[b][i]Improved Reflective Carapace.[/i][/b] Any time Twinkie is targeted by a [spell]magic missile[/spell] spell, a line spell, or a spell that requires a ranged attack roll, roll a [d6]. on a 1 to 4, Twinkie is unaffected. On a 5 or 6, Twinkie is unaffected, and the effect is reflected back at the caster as though it originated from Twinkie, turning the caster into the target.
[b][i]Siege Monster.[/i][/b] Twinkie deals double damage to structures.
[b][i]Adamantine Composition.[/i][/b] Twinkie's adamantine coating renders it [i]immune[/i] to critical hits.
[b][i]Adamantine Weaponry.[/i][/b] Twinkie's natural weaponry is coated in adamantine, causing attacks to inanimate objects to become critical hits. Additionally, Twinkie's attacks count as magical for the sake of overcoming resistances.
[b][i]Planar Binding.[/i][/b] Twinkie's creation and nature prevent Twinkie from leaving the plane it is created on by any means. This includes teleportation of any kind, or spatial/dimensional/temporal displacement.
[b][i]Unending Durability.[/i][/b] Twinkie's Armor class and Max HP cannot be reduced by any means.
[b][i]Anti-Magic Aura.[/i][/b] Twinkie is surrounded by a (Dx10+5) ft. aura that acts for all intensive purposes as an [spell]Antimagic Field[/spell]. In addition, any items or spells being suppressed by this field Twinkie is made [i]explicitly[/i] aware of, gaining complete knowledge of the object and its precise location until it leaves the field. If Twinkie takes more than (20xD+30) damage in a turn, this is rendered inactive until the start of Twinkie's turn.
[b][i]Magic Consumption.[/i][/b] Any form of magic creature, item, or object, upon entering Twinkie's jaws, cease to be magical permanently. Every time this takes place, Twinkie's maximum health increases by 20.
[b][i]Eternal.[/i][/b] Twinkie has a damage threshold of 25. He regenerates 100 ([10d10]+45) health at the start of each turn. Additionally, effects that would classify as an "instant kill" without dealing damage to Twinkie instead deal 25 radiant damage.
[b][i]Dirgebringer.[/i][/b] Twinkie's AC increases by 1 for each stack of Dirge (see actions). Twinkie can spend stacks of Dirge to amplify physical attacks. Each stack of Dirge spent amplifies the damage dealt by 4 of the appropriate damage dice.
Actions
Multiattack. Twinkie can use its Terrorizing Presence. It then makes five attacks: one with its bite, two with its claws, one with its horns, and one with its tail. It can use Gore instead of its bite.
Bite. Melee Weapon Attack: +21 to hit, reach 10 ft., one target. Hit: 51 (6d12+12) piercing damage. If the target is a creature, it is grappled (escape DC 22). Until this grapple ends, the target is restrained, and Twinkie can't bite another target.
Claw. Melee Weapon Attack: +21 to hit, reach 15 ft., one target. Hit: 39 (6d8+12) slashing damage.
Horns. Melee Weapon Attack: +21 to hit, reach 10 ft., one target. Hit: 45 (6d10+12) piercing damage.
Tail. Melee Weapon Attack: +21 to hit, reach 25 ft., one target. Hit: 40 (8d6+12) bludgeoning damage. If the target is a creature, it must succeed on a DC 22 Strength saving throw or be knocked prone.
Terrorizing Presence.Each creature of Twinkie's choice within 120 feet of it and aware of it must succeed on a DC 19+(D) Wisdom saving throw or become frightened for 5 minutes. A creature can repeat the saving throw at the end of each of its turns if The Dirge is not active and audible, with disadvantage if Twinkie is within line of sight, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to Twinkie's Terrorizing Presence for the next hour.
Dirge. Special Ability: Twinkie's carapace begins to vibrate and shake, producing what starts as a sonorous wail and escalates to a deafening cry of tearing metal. Every time this action is taken, add 1 to the Dirge count (D).
At 3, creatures within 30 feet are deafened and must succeed on a DC 17+D Constitution save or take (D)d8 thunder and (D)d6 bludgeoning damage as their bodies begin to fail, or half as much on a success. A creature entering or that is still within the area of effect at the start of their turn must make this save again. This sound is audible for as far away as 120 feet initially, increasing as time goes on. Structures and inanimate objects not under the effects of a silence spell automatically fail this check, while those under the effects of a silence spell are unaffected. This damage counts as magical for the sake of overcoming resistances. This damage reduces inherent immunity to thunder damage to resistance for the roll. Any object or creature that has failed this check last turn rolls with disadvantage.
When the dirge count reaches 5, The effective range becomes 60 ft., and the audible range becomes 240 ft.
At 8, The effective range becomes 120 ft., and the audible range becomes 1000 ft., in addition, those under the effects of the Dirge must now make a DC 17+D constitution save or be stunned until the start of their next turn. Stunned creatures roll with disadvantage. At this stage, Twinkie's movement speed decreases to 20 ft. For any creature besides Twinkie, all terrain within the affected radius counts as Difficult Terrain.
At 10, Those under the effects begin to sustain damage to other sensory organs, should they possess them. A creature under the effects of the Dirge now suffers disadvantage to attacks, and automatically fail saves to maintain concentration, nor can any spell with a verbal component be cast within the radius of the Dirge.
At 11, range increases to 200 ft., and audible radius to 1500 ft.
At 12, range increases to 300 ft., and audible radius increases to 2000 ft.
At 13, range increases to 400 ft., and audible radius increases to 3000 ft.
At 14, range increases to 500 ft., and audible radius increases to 1 Mile.
At the Maximum of 15, Range increases to 750 ft, Audible radius increases to 4 Miles, Twinkie's movement speed becomes 0, and the damage taken by those within the Dirge's effect are increased to a d12 and d10 respectively. Any who fail the stun save are also rendered unconscious until they exit the area of the Dirge's effect. Unconscious creatures lose 1 INT for every turn spent within the dirge, recovering them with a long rest per INT, or the Greater Restoration spell or similar. Creatures reduced to 0 hit points by the Dirge at this stage are simply liquified.
If the Dirge action is taken again, Twinkie emits a pulse of sonic power that is audible for 20 Miles. Any creature within 1000 ft. of Twinkie must succeed a constitution saving throw of DC 35 or take 130 (20d12) Thunder damage(counts as magical for the sake of overcoming resistance), deafened for 1 minute, and become stunned for 1 turn, or half as much damage, deafened for 3 turns, and incapacitated upon a success.Gore. Melee Weapon Attack: Twinkie makes one horn attack against a Large or smaller creature it is grappling. If the attack hits, it takes the horn's damage and the target is impaled on a barbed spike upon Twinkie's carapace, and the grapple ends. While impaled, the creature is incapacitated, cannot move, and it takes (D+5)d12 irresistible bludgeoning damage at the start of each of its turns should The Dirge be active. A creature may attempt to free an impaled victim by forcibly removing them from the horn. doing so requires them to be within 5 ft. of Twinkie and a DC (15+D) Strength check, whereby the one being removed from impalement takes
21 (6d6) slashing damage as the barbs on the spike catch upon the wound.
Calamitous Cry (Recharge 6). Area of Effect: Twinkie opens its maw and emits a deafening scream. This effect takes place in a 20(D)ft. cone in front of Twinkie. Any creature within the cone is deafened until they are healed, and must make a DC (Dx3) Constitution save or take (Dx2)d10 irresistible thunder damage, are flung (Dx10)ft., forced prone, become stunned for 1 turn, incapacitated for 2, and receive 1 level of exhaustion. Creatures who succeed the save instead take half damage, are thrown (Dx5)ft., and become incapacitated for a turn. After performing this action, Dirge stacks decrease by 3. A creature grappled by Twinkie's Bite Attack must roll this constitution save 3 times, taking the lowest result, and take double damage.
[b][i]Multiattack.[/i][/b] Twinkie can use its Terrorizing Presence. It then makes five attacks: one with its bite, two with its claws, one with its horns, and one with its tail. It can use Gore instead of its bite.
[b][i]Bite.[/i][/b] [i]Melee Weapon Attack[/i]: [+21] to hit, reach 10 ft., one target. Hit: 51 ([6d12+12]) piercing damage. If the target is a creature, it is grappled (escape DC 22). Until this grapple ends, the target is restrained, and Twinkie can't bite another target.
[b][i]Claw.[/i][/b] [i]Melee Weapon Attack[/i]: [+21] to hit, reach 15 ft., one target. Hit: 39 ([6d8+12]) slashing damage.
[b][i]Horns.[/i][/b] [i]Melee Weapon Attack[/i]: [+21] to hit, reach 10 ft., one target. Hit: 45 ([6d10+12]) piercing damage.
[b][i]Tail.[/i][/b] [i]Melee Weapon Attack[/i]: [+21] to hit, reach 25 ft., one target. Hit: 40 ([8d6+12]) bludgeoning damage. If the target is a creature, it must succeed on a DC 22 Strength saving throw or be knocked prone.
[b][i]Terrorizing Presence.[/i][/b]
Each creature of Twinkie's choice within 120 feet of it and aware of it must succeed on a DC 19+(D) Wisdom saving throw or become frightened for 5 minutes. A creature can repeat the saving throw at the end of each of its turns if The Dirge is not active and audible, with disadvantage if Twinkie is within line of sight, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to Twinkie's Terrorizing Presence for the next hour.
[b][i]Dirge.[/i][/b] [i]Special Ability[/i]: Twinkie's carapace begins to vibrate and shake, producing what starts as a sonorous wail and escalates to a deafening cry of tearing metal. Every time this action is taken, add 1 to the Dirge count (D).
At 3, creatures within 30 feet are deafened and must succeed on a DC 17+D Constitution save or take (D)[d8] thunder and (D)[d6] bludgeoning damage as their bodies begin to fail, or half as much on a success. A creature entering or that is still within the area of effect at the start of their turn must make this save again. This sound is audible for as far away as 120 feet initially, increasing as time goes on. Structures and inanimate objects not under the effects of a [spell]silence[/spell] spell automatically fail this check, while those under the effects of a [spell]silence[/spell] spell are unaffected. This damage counts as magical for the sake of overcoming resistances. This damage reduces inherent [i]immunity[/i] to thunder damage to [i]resistance[/i] for the roll. Any object or creature that has failed this check last turn rolls with disadvantage.
When the dirge count reaches 5, The effective range becomes 60 ft., and the audible range becomes 240 ft.
At 8, The effective range becomes 120 ft., and the audible range becomes 1000 ft., in addition, those under the effects of the Dirge must now make a DC 17+D constitution save or be stunned until the start of their next turn. Stunned creatures roll with disadvantage. At this stage, Twinkie's movement speed decreases to 20 ft. For any creature besides Twinkie, all terrain within the affected radius counts as Difficult Terrain.
At 10, Those under the effects begin to sustain damage to other sensory organs, should they possess them. A creature under the effects of the Dirge now suffers disadvantage to attacks, and automatically fail saves to maintain concentration, nor can any spell with a verbal component be cast within the radius of the Dirge.
At 11, range increases to 200 ft., and audible radius to 1500 ft.
At 12, range increases to 300 ft., and audible radius increases to 2000 ft.
At 13, range increases to 400 ft., and audible radius increases to 3000 ft.
At 14, range increases to 500 ft., and audible radius increases to 1 Mile.
At the Maximum of 15, Range increases to 750 ft, Audible radius increases to 4 Miles, Twinkie's movement speed becomes 0, and the damage taken by those within the Dirge's effect are increased to a d12 and d10 respectively. Any who fail the stun save are also rendered unconscious until they exit the area of the Dirge's effect. Unconscious creatures lose 1 INT for every turn spent within the dirge, recovering them with a long rest per INT, or the [spell]Greater Restoration[/spell] spell or similar. Creatures reduced to 0 hit points by the Dirge at this stage are simply liquified.
If the Dirge action is taken again, Twinkie emits a pulse of sonic power that is audible for 20 Miles. Any creature within 1000 ft. of Twinkie must succeed a constitution saving throw of DC 35 or take 130 ([20d12]) Thunder damage(counts as magical for the sake of overcoming resistance), deafened for 1 minute, and become stunned for 1 turn, or half as much damage, deafened for 3 turns, and incapacitated upon a success.
[b][i]Gore.[/i][/b] [i]Melee Weapon Attack[/i]: Twinkie makes one horn attack against a Large or smaller creature it is grappling. If the attack hits, it takes the horn's damage and the target is impaled on a barbed spike upon Twinkie's carapace, and the grapple ends. While impaled, the creature is incapacitated, cannot move, and it takes (D+5)d12 [i]irresistible[/i] bludgeoning damage at the start of each of its turns should The Dirge be active. A creature may attempt to free an impaled victim by forcibly removing them from the horn. doing so requires them to be within 5 ft. of Twinkie and a DC (15+D) Strength check, whereby the one being removed from impalement takes
21 (6d6) slashing damage as the barbs on the spike catch upon the wound.
[b][i]Calamitous Cry (Recharge 6).[/i][/b] [i]Area of Effect[/i]: Twinkie opens its maw and emits a deafening scream. This effect takes place in a 20(D)ft. cone in front of Twinkie. Any creature within the cone is deafened until they are healed, and must make a DC (Dx3) Constitution save or take (Dx2)d10 [i]irresistible[/i] thunder damage, are flung (Dx10)ft., forced prone, become stunned for 1 turn, incapacitated for 2, and receive 1 level of exhaustion. Creatures who succeed the save instead take half damage, are thrown (Dx5)ft., and become incapacitated for a turn. After performing this action, Dirge stacks decrease by 3. A creature grappled by Twinkie's Bite Attack must roll this constitution save 3 times, taking the lowest result, and take double damage.
Legendary Actions
Twinkie can take 4 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. Twinkie regains spent legendary actions at the start of its turn.
Attack. Twinkie makes one claw or tail attack.
Move. Twinkie moves up to half its speed.
Chomp (Costs 2 Actions). Twinkie makes one bite attack or uses Gore.
Dirge (Costs 3 Actions). Twinkie Amplifies the Dirge.
Twinkie can take 4 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. Twinkie regains spent legendary actions at the start of its turn.[b][i]Attack.[/i][/b] Twinkie makes one claw or tail attack.
[b][i]Move.[/i][/b] Twinkie moves up to half its speed.
[b][i]Chomp (Costs 2 Actions).[/i][/b] Twinkie makes one bite attack or uses Gore.
[b][i]Dirge (Costs 3 Actions).[/i][/b] Twinkie Amplifies the Dirge.
Details
Twinkie is the product of Enkis' mad experimentation upon The Tarrasque on The Continent of Rot. This behemoth of an undead creature is composed of adamantium plated bone, and is used to demolish any poor structure or army opposing The Mad Beholden.
Twinkie stands sixty feet tall, and eighty-five feet long. Weighing many hundreds of tons, this skeletal adamantine-plated behemoth carries itself like a bird of prey, leaning forward and using its powerful mace-laden tail for balance. Its empty eye sockets radiate malevolent intent, and when it attacks it is audible for miles.
Twinkie is often called "The Flesh-Shaker" by those who know it, as its Dirge vibrates skin and muscle from body, rattling organs to inactivity, and eventually reducing those subjected to it to a puddle, and the towns around them to dust.
It renders magic utterly useless, and treats the greatest of casters with contempt, but acts very infrequently due to its creator dreading the inconvenience of its transport.
Twinkie is the product of Enkis' mad experimentation upon The Tarrasque on The Continent of Rot. This behemoth of an undead creature is composed of adamantium plated bone, and is used to demolish any poor structure or army opposing The Mad Beholden.Twinkie stands sixty feet tall, and eighty-five feet long. Weighing many hundreds of tons, this skeletal adamantine-plated behemoth carries itself like a bird of prey, leaning forward and using its powerful mace-laden tail for balance. Its empty eye sockets radiate malevolent intent, and when it attacks it is audible for miles.
Twinkie is often called "The Flesh-Shaker" by those who know it, as its Dirge vibrates skin and muscle from body, rattling organs to inactivity, and eventually reducing those subjected to it to a puddle, and the towns around them to dust.
It renders magic utterly useless, and treats the greatest of casters with contempt, but acts very infrequently due to its creator dreading the inconvenience of its transport.
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