Huge Monstrosity, Unaligned
Armor Class 22 Natural armour
Hit Points 231 (14d12 + 140)
Speed 60 ft., Swim 60 ft.
STR
22 (+6)
DEX
20 (+5)
CON
30 (+10)
INT
16 (+3)
WIS
12 (+1)
CHA
7 (-2)
Saving Throws DEX +10, CON +15
Skills Stealth +15
Damage Resistances Acid, Cold
Damage Immunities Fire, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Poisoned
Senses Truesight 120 ft., Passive Perception 11
Languages Telepathy 60 ft. -- all animal.
Challenge 15 (13,000 XP)
Proficiency Bonus +5
Traits

Camouflage. The chaotic reptile has advantage on all stealth checks.

Regeneration. The chaotic reptile regains 16 (3d10) hit points at the start of its turn. If the chaotic reptile takes acid or fire damage, this trait doesn't function at the start of the chaotic reptile's next turn. The chaotic reptile dies only if it starts its turn with 0 hit points and doesn't regenerate.

Actions

Multiattack. The shale adder makes two attacks - one with its bite and one to constrict.

Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., one creature. Hit: 24 (4d8 + 6) piercing damage and the target must make a DC 25 Constitution saving throw, taking 27 (6d8) poison damage on a failed save and also must roll on this table:

                                                    Chaos venom (D6)

  • 1 , The creatures blood magically begins to turn to stone and the creature is stunned. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is ripped apart as its blood solidifies and bursts out through its skin.
  • 2 , 22 (4d10) Psychic damage and the target uses its reaction to make an attack        against an ally of it within five feet.
  • 3, 33 (6d10) Acid damage.
  • 4,  A reverse gravity spell is triggered with a height of 100 ft but it affects only the target. If the target leaves the area, which lasts for 1 round, the effect ends.
  • 5, 11 (2d10) fire damage and the target must make a DC 25 Constitution saving throw or the creatures blood turns momentarily to fire, causing an additional 33 (6d10) fire damage and the creature is incapacitated for one minute.
  • 6, On the first round the target takes 9 (2d8) force damage and their skin begins to tear. The target can make a DC 25 Constitution save or the effect can be halted by a heal spell or similar spell of equal or greater power, ending the effect on a success. Otherwise the target loses all clothes and armour and their entire skin is ripped off and scattered all over the place. Until healed with a regenerate spell the target has -4 to charisma and disadvantage on all str and dex saves, checks and attacks plus they have vulnerability to bludgeoning, piercing and slashing damage. In addition their maximum health is reduced by 4d6 per hour for three days. If this damage would reduce them to zero hit points the target dies.

On a successful save the target takes half as much damage and does not have to roll on the table. If the chaotic reptile scores a critical hit, it rolls damage dice three times, instead of twice.

Constrict. Melee Weapon Attack: +11 to hit, reach 5 ft., one creature. Hit: 23 (5d6 + 6) bludgeoning damage plus 7 (2d6) acid damage plus 7 (2d6) piercing damage plus 7 (2d6) slashing damage, and the target is grappled (escape DC 16). Until this grapple ends, the creature is restrained, it cannot breathe and the snake can't constrict another target. If the chaotic reptile scores a critical hit, it rolls damage dice three times, instead of twice.

Description

This creature is a shale adder warped by horrifically powerful chaotic magic. Intelligent and scheming, these creatures have an intense dislike for otherworldly creatures.

Monster Tags: Misc Creature

Habitat: DesertForestSwampUnderwater

Deleted

Comments

Posts Quoted:
Reply
Clear All Quotes