Legendary Resistance (3/Day). If Ba'Kan fails a saving throw, it can choose to succeed instead.
Magic Resistance. Ba'Kan has advantage on saving throws against spells and other magical effects.
Reflective Carapace. Any time Ba'Kan 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, Ba'kan is unaffected. On a 6, Ba'kan is unaffected, and the effect is reflected back at the caster as though it originated from Ba'kan, turning the caster into the target.
Siege Monster. Ba'Kan deals double damage to objects and structures
No Breath: Ba'Kan doesn't need to breath in order to survive and is immune to attacks that requires breath to be affected, like breathing in poison.
Multi-attack. Ba'Kan can use its Frightful 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 its Swallow instead of its bite.
Bite. Melee Weapon Attack: +19 to hit, reach 10 ft., one target. Hit: 36 (4d12 + 10) piercing damage. If the target is a creature, it is grappled (escape DC 20). Until this grapple ends, the target is restrained, and Ba'Kan can't bite another target.
Claw. Melee Weapon Attack: +19 to hit, reach 15ft., one target. Hit: 28 (4d8 + 10) slashing damage.
Horns. Melee Weapon Attack: +19 to hit, reach 10ft., one target. Hit: 32 (4d10 + 10) piercing damage.
Tail. Melee Weapon Attack: +19 to hit, reach 20ft., one target. Hit: 24 (4d6 + 10) bludgeoning damage. If the target is a creature, it must succeed on a DC 20 Strength saving throw or be knocked prone.
Frightful Presence. Each creature of Ba'Kan choice within 120 feet of it and aware of it must succeed on a DC 17 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 Ba'Kan 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 Ba'Kan Frightful Presence for the next 24 hours.
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Oscillatory Wave: As a reaction Ba'Kan can emit a high powered roar that produces shockwaves with high oscillatory frequency, destroying targets with resonance phenomena. Any living creature with in a Mile of Ba'kan must make a DEX/CON save, if they failed the save they take 15d8 of thunder damage and temporary defenses.
Ba'kan can take 5 legendary actions, choosing from the options below. Only two legendary action option can be used at a time and only at the end of another creature's turn. Ba'kan regains spent legendary actions at the start of its turn.
Oxygen Beam: A purple particle beam of destructive force fired from its mouth witch disrupts the very atomic structure of its target. Once every 1d4 rounds, this 20x20 foot beam can strike a single target within 2,400ft to deal 20d8 damage and 20d8 force damage. Damage bypasses any damage resistance or damage absorption abilities that its opponent may have. This attack ignores all cover and stuns the target for 1d8 rounds Any creature with in range is completely disintegrated regardless of whether it makes its CON save throw or not.
Lingering Breath: Ba'Kan's Oxygen Beam lives up to its name, disrupting the flow of oxygen within the affected area targeted by the beam. For 10 rounds all creatures within the area covered by the beam must then make CON saves in accordance with the rules for suffocation until they remove themselves from the area
Powerful-Charge: Using its strong cranial horn, Ba'Kan can make an extremely deadly charge attack. When making a charge attack with its horn, Ba'Kan can gore its opponent for 8d6+30 piercing damage.
Energy Horn: Perhaps Ba'Kan’s deadliest attack, the murderous monster channels its destructive energies into its cranial horn to create a beam of pure energy. As a full round action once every 1d4 rounds, Ba'Kan may strike an opponent within 350’ of itself dealing 15d6 slashing damage to the target (multiplied by 3 on a 19-20 critical).
Energy Shockwave: As a standard action once every 1d4 rounds, Ba'Kan can rise up and slam it's feet down, sending out localized tremors and waves of energy. All creatures standing on the ground within 300ft of it must make a two DEX saves. If the creature fails the first save, they fall prone. If the creature fails the second save, it takes 6d6 points of Thunder damage. A successful save reduces the damage by half.
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Description
- A creature that was the monstrosity Tarrasque, Genetically enhanced Through unknown means, Over 150ft tall and close to 300ft long Ba'Kan is the embodiment of wrath, malice, and destruction.
Legendary Destruction. The destructive potential of Ba'Kan is so vast that some cultures incorporate the monster into religious doctrine, weaving its sporadic appearance into stories of divine judgment and wrath. Ba'Kan slumbers beneath the earth, remaining in a dormant state for decades or centuries. When it awakens in answer to some inscrutable cosmic call, it rises from the depths to obliterate everything in its path.
Lair and Lair Actions
N/A
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