Small Hit Area: Stone Talus can only be hit (and take damage) from the protruding black rock on its back. All rolls to hit require an extra +5
Coral Armor: The Coral Talus is covered in a shell of coral, you must destroy the all the coral to hurt it as it draws its strength from the coral. Coral has 3 hit points a piece, there are 20 corals on a Coral Talus.
Regain Arm: Talus uses turn to hit ground and regain one arm
Slam: Melee Weapon Attack: +5 to hit, reach 10 ft., X target. Hit: 10 (2d12 + 5) bludgeoning damage damage. (effects any target within 10 ft. of Stone Talus
Rock Throw: RangedWeapon Attack: +10 to hit, range 20/200 ft., 1 target. Hit: 10 (2d10 + 5) bludgeoning damage.
Coral Talus can use its legendary action once per combat
Minion Call (Costs 1 Actions): Coral Talus summons 3 Coral Pebblets to aid it in combat.
Description
Looks like a Stone Talus but covered in an assortment of Corals.
Lair and Lair Actions
Lives in small coves or beach areas that get covered during high tide, found near or in tide pools
Lair Actions
On initiative count 1 (losing initiative ties), the Coral Talus takes a lair action to cause one of the following effects; the Coral Talus can’t use the same effect two rounds in a row:
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Whelm (Recharge 4–6). Each creature in the Coral Talus's space must make a DC 15 Strength saving throw. On a failure, a target takes 13 (2d8 + 4) bludgeoning damage. If it is Large or smaller, it is also grappled (escape DC 14). Until this grapple ends, the target is restrained and unable to breathe unless it can breathe water. If the saving throw is successful, the target is pushed out of the Coral Talus's space.
The Coral Talus can grapple one Large creature or up to two Medium or smaller creatures at one time. At the start of each of the Coral Talus's turns, each target grappled by it takes 13 (2d8 + 4) bludgeoning damage. A creature within 5 feet of the Coral Talus can pull a creature or object out of it by taking an action to make a DC 14 Strength and succeeding.
Regional Effects
The region containing a legendary Coral Talus’s lair is Coves and tide pools, which creates one or more of the following effects:
- Tide: Tide goes up and down every 8 hours, Coral Talus is submerged during high tide and on dry (slightly dry) land during low tide.
If the Coral Talus dies, these effects fade over the course of 1d6 days.
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