Gargantuan Monstrosity, Unaligned
Armor Class 21 (natural armor)
Hit Points 465 (33d20 + 330)
Speed 40 ft.
STR
27 (+8)
DEX
11 (+0)
CON
28 (+9)
INT
3 (-4)
WIS
10 (+0)
CHA
10 (+0)
Saving Throws STR +15, CON +16
Damage Immunities Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Frightened, Paralyzed, Stunned
Senses Tremorsense 120 ft., Passive Perception 10
Languages --
Challenge 23 (50,000 XP)
Proficiency Bonus +7
Traits

Magic Resistance. The adamantoise has advantage on saving throws against spells and other magical effects.
Reflective Carapace. Any time the adamantoise 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 5, the adamantoise is unaffected. On a 6, the adamantoise is unaffected, and the effect is reflected back at the caster as though it originated from the adamantoise, turning the caster into the target.
Siege Monster. The adamantoise deals double damage to objects and structures.

Adamantine Resistance. If the adamantoise is not currently stunned or  prone, all critical hits became regular hits.

Pain threshold. If the adamantoise takes more than 100 damage in a single turn, it is knocked prone and stunned until the start of its next turn. These conditions override its natural condition immunities.

 
Actions

Multiattack. The adamantoise can use its Frightful Presence. It then makes three attacks: one with its tusks and two with its stomp. If it cannot make any stomp attack, it may instead make one more tusk attack.
Stomp. Melee Weapon Attack: +16 to hit, reach 10ft., one target. Hit: 28 (4d8 + 8) bludgeoning damage. All targets within 40 ft. of the target who are touching the ground make a DC 18 strength saving throw. The stomped target and the additional targets take 2d10 bludgeoning damage and half damage on a successful save.
Tusks. Melee Weapon Attack: +16 to hit, reach 10ft., one target. Hit: 32 (3d10 + 8) piercing damage.
Frightful Presence. Each creature of the adamantoise's choice within 120 feet of it and aware of it must succeed on a DC 15 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if the adamantoise 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 the adamantoise's Frightful Presence for the next 24 hours.

Description

***original concept from final fantasy XIII***

Large monstrosities of the great plains who travel in small herds. It is said they were created to satisfy the hunger of some deities. They are relatively peaceful creatures but are coveted for their valuable shells which contain tons of pure adamantine. Each herd has an elder who has lived for centuries and has gained a small reserve of divine magic to protect its kin.

Previous Versions

Name Date Modified Views Adds Version Actions
7/30/2021 7:52:50 PM
1004
11
1
Coming Soon

Monster Tags: Titan

Habitat: GrasslandHillMountain

Duke_Starswisher

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