Huge Dragon, Lawful Evil
Armor Class 19 (natural armor)
Hit Points 260 (10d20 + 26)
Speed 20 ft., Swim 70 ft.
STR
27 (+8)
DEX
16 (+3)
CON
24 (+7)
INT
10 (+0)
WIS
15 (+2)
CHA
12 (+1)
Saving Throws STR +13, CON +12
Skills Intimidation +8
Damage Resistances Poison
Condition Immunities Poisoned
Senses Blindsight 60 Feet, Darkvision 120 ft., Passive Perception 20
Languages Draconic
Challenge 15 (13,000 XP)
Proficiency Bonus +5
Traits

Amphibious. The Tannin can breathe air and water.

 

Actions

Multiattack. The Tannin makes two Bite attacks and one tail attack, or one tail slam attack..

Tail Slam. Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone. 

Tail. Melee Weapon Attack: +9 to hit, reach 15 ft. one target. Hit: 15 (3d6 + 5) bludgeoning damage.

Bite. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: (2d10+8) Piercing damage.

Legendary Actions

The Tannin 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. The Tannin regains spent legendary actions at the start of its turn.

Detect. The Tannin makes a Wisdom (Perception) check.

Tail Swipe. The Tannin makes one tail attack.

Terrifying Visage.  Each creature of the Tannin's choice that is within 120 ft. of the dragon and aware of it must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, 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 the Tannin's Terrifying Visage for the next 24 hours.

Lair and Lair Actions

The Tannin dwells in underwater caves, where it sleeps until it's wrath is awakened. 

Lair Actions

When fighting inside its lair, a Tannin can invoke the ambient magic to take lair actions. On initiative count 20 (losing initiative ties), the Tannin takes a lair action to cause one of the following effects:

  • Pools of water within 90 feet of the Tannin surge outward in a grasping tide. Any creature on the ground within 20 feet of such a pool must succeed on a DC 14 Strength saving throw or be pulled up to 20 feet into the water and knocked prone. The Tannin can’t use this lair action again until it has used a different one.
  • Water in the Tannin’s lair magically becomes a conduit for the creature’s rage. The Tannin can target any number of creatures it can see in such water within 90 feet of it. A target must succeed on a DC 14 Dexterity saving throw or take 7 (2d6) bludgeoning damage from pounding waves. The Tannin can’t use this lair action again until it has used a different one.

Regional Effects

The region containing a Tannin's lair is warped by the creature’s presence, which creates one or more of the following effects:

  • Underground surfaces within 1 mile of the Tannin's lair are slimy and wet and are difficult terrain.
  • Water sources within 1 mile of the lair are supernaturally fouled. Enemies of the Tannin that drink such water vomit it within minutes.
  • Pools of water froth and foam violently for an area of one mile surrounding the Tannin's lair.

If the Tannin dies, the first two effects fade over the course of 3d10 days.

Art by u/nunalephink

Habitat: Underwater

Seagullsaga

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