Horn: Zargon's horn is the source of its regeneration. To remove its horn a creature must enter its space and succeed on an opposed Strength contest. If the horn is removed, Zargon loses its Legendary Resistance and Regeneration traits. If Zargon is reduced to 0 hit points, but its horn is not removed and destroyed, its entire body regenerates in 13 years. Its horns can be destroyed by bathing it in lava of the "Eye of Zargon" within 24 hours of removal.
Innate Spellcasting: Zargon's innate spellcasting ability is Intelligence (spell save DC 18, +10 to hit with spell attacks). It can innately cast the following spells, requiring no material components (an asterisked spell is formed from appendix A):
- At will: freedom of movement
- 1/day: Transmute rock (appendix A)
- 3/day each: conjure ooze, slime spit (appendix A)
Legendary Resistance (3/Day): If Zargon fails a saving throw, it can choose to succeed instead.
Nondetection: Zargon can't be targeted by any divination magic or perceived through magical scrying sensors.
Regeneration: Zargon regains 25 hit points at the start of its turn, as long as it has 1 hit point remaining and its horn is still intact.
Multiattack: Zargon can make six tentacle attacks against up to three different tragets within range. In addition, it can make one bite attack and one gore attack.
Tentacle: Melee Weapon Attack: +12 to hit, reach 15ft., one target. Hit: 11 (1d8+7) bludgeoning damage plus 4 (1d8) acid damage. If Zargon hits the same target with three or more tentacle attacks in the same turn, the target is grappled (escape DC 17). Until this grapple ends, the target is restrained, and Zargon can't use these tentacles on another target. At the start of each of the target's turns it takes 16 (2d8 + 7) bludgeoning damage plus 4 (1d8) acid damage.
Bite: Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 12 (1d10 + 7) piercing damage plus 13 (3d8) poison damage. If the target is a creature, it must succeed on DC 17 Constitution saving throw or become corrupted with Zargon's foul slime. The corrupted target can't regain hit points except through the use of magic. The creature must repeat the saving throw each day, taking 13 (3d8) poison damage on a failed save. If the creature dies while corrupted, it turns into a pool of noxious slime. A [Tooltip Not Found] spell removes this effect.
Gore: Melee Weapon Attack: +12 to hit, reach 5 ft., one target., Hit: 18 (2d10 + 7) piercing damage plus 4 (1d8) acid damage.
Zargon 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. Zargon regains spent legendary actions at the start of its turn.
Cast a Spell (Costs 2 Actions): Zargon casts one spell from its Innate Spellcasting trait.
Tentacle Attacks: Zargon makes three tentacle attacks against a single target.
Unholy Smite: Zargon touches a target (no attack roll needed) within range, causing 10 (3d6) necrotic damage.
Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Description
Zargon stands a full 15 feet tall on a squirming mass of tentacles. Its rubbery body has six lashing tentacles each ending in wicked black barbs. Sickly brown slime drips from its bulk and yellow ichor oozes from its pores. It head is lizard-like with a wide maw of recurved teeth. Above its bloody single eye is a black horn with silver flecks.
Lair and Lair Actions
On initiative count 20 (losing all ties) Zargon takes a lair action to cause one of the following effects:
- Zargon causes a patch of slime to drop from the ceiling onto a 10-foot-square section of the floor. The slime is considered green slime and targets all creatures in the area of the effect.
- Zargon releases a cloud of spores in a 10-foot cube. All creatures in the area of effect must make a successful DC 15 Consitution saving throw or take 11 (2d10) poison damage and gain the poisoned condition for 1 hour. The spore cloud dissipates after 3 rounds.
- Zargon belches forth slime in a 30-foot cone. All creatures in the area of effect must make a successful DC 17 Dexterity saving throw or take 11 (2d10) acid damage and 11 (2d10) poison damage, gain the poison condition for 1 hour, and be pushed back 10 feet. A creature succeeding on the saving throw takes half damage and is not pushed back.
Zargon cannot cause the same effect in consecutive rounds.







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