Gargantuan Beast, Lawful Good
Armor Class 22 Natural Armor
Hit Points 261 (18d20 + 72)
Speed 40 ft., Climb 40 ft.
STR
18 (+4)
DEX
18 (+4)
CON
18 (+4)
INT
20 (+5)
WIS
26 (+8)
CHA
14 (+2)
Saving Throws INT +11, WIS +14
Skills Insight +12, Investigation +9
Damage Resistances Force
Senses Darkvision 60 ft., Passive Perception 16
Languages Common, Elvish, Giant Elk, Sylvan, Telepathy 120 ft.
Challenge 20 (25,000 XP)
Proficiency Bonus +6
Traits

Aura of Magic Resistance. The porcupine and each friendly creature within 10 feet of it has advantage on saving throws against spells and other magical effects.

Damage Reflection. If a creature hits the porcupine with a melee attack, the creature takes (4d4) force damage. 

Defensive Regeneration. The porcupine gains 10 temporary hit points at the start of its turn.

Innate Spellcasting. The porcupine's innate spellcasting ability is Wisdom (spell save DC 22, +14 to hit with spell attacks). It can innately cast the following spells, requiring no material components:

At will: absorb elements (as a 5th-level spell), animal friendship (as a 3rd-level spell), animal messenger, barkskin (no concentration), Bigby’s hand, counterspell, cure wounds, death ward, druidcraft, ensnaring strike, fire shield, globe of invulnerability, glyph of warding, healing spirit, hold person (as a 4th-level spell, no concentration), magic missile (as a 4th-level spell), nondetection, Otiluke’s resilient sphere, primordial ward (no concentration), protection from energy (no concentration), sanctuary, shield, snare, speak with plants, spike growth (no concentration), thorn whip, warding wind (no concentration)

3/day each: counterspell (as a 6th-level spell), grasping vine (no concentration), greater restoration, healing spirit (no concentration), hold monster, Otiluke’s resilient sphere (no concentration), wall of thorns (no concentration), wrath of nature (no concentration)

1/day each: counterspell (as a 9th-level spell), druid grove

Legendary Resistance (3/Day). If the porcupine fails a saving throw, it can choose to succeed instead.

Magic Resilience. When the porcupine succeeds on a saving throw made against a spell or magical effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throws.

Mutable Glyphs. When the porcupine casts glyph of warding the glyph is not broken if it moves more than 10 feet away from where it is cast. However, it does still break if it enters a different plane of existence.

In addition, the porcupine can cast glyph of warding as an action. The porcupine can also trigger a glyph at any point (no action required), if the glyph is within 120 feet of the porcupine or if it cast the spell, that created the glyph, over one hour. It can also change the glyphs trigger as a bonus action.

Speak with Beasts. The porcupine can communicate with beasts as if they shared a language.

Titan's Stability. The porcupine can only become prone if it wishes to be.

Actions

Multiattack. The porcupine casts magic missile, then makes a tail attack.

Tail. Melee Weapon Attack: +10 to hit, reach 20 ft., one target. Hit: 17 (3d8 + 4) piercing damage.

Legendary Actions

The porcupine 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. The porcupine regains spent legendary actions at the start of its turn.

Move. The porcupine moves up to half its speed without provoking opportunity attacks.

Tail Attack. The porcupine makes a tail attack.

Advance (Costs 2 Actions). The porcupine moves up to half its speed and makes a tail attack.

 At-Will Spell (Costs 3 Actions). The porcupine casts one of its at-will spells.

Description

Colossal porcupines are twenty-foot tall, forty-foot long porcupines (Erethizon dorsatum). These porcupines live a mostly solitary life in hidden, peaceful corners of vast boreal forests. They typically only interact with normal porcupines and other small mammals, as well as with song birds. Around other creatures they are defensive, shy and reclusive. These giant rodents are generally peaceful and passive, and avoid violence when possible.

When they feel threatened, they act like normal porcupines (turning their backs to the threat,  splaying their quills, chattering their teeth, etc.). If the threat doesn't back off, or if the porcupine recognizes it won't back off (if it is a fiend or undead), the porcupine will launch a barrage of magic missiles from its back and swing its tail (whether as an attack or a threat). If the threat still won't back off the porcupine will fall back on its variety of spells (Bigby's hand, globe of invulnerability, Otiluke's resilient sphere, etc.) to take care of the threat.

When a porcupine does open up to a creature it is unfamiliar with, it is typically after the other animals it lives with have taken a liking to the creature. On the occasion this does happen, the porcupine is willing to share what knowledge it has — that it deems worth sharing — with this newfound companion. In such situations, it will also put its spells to use. Often times a creature that has befriended a colossal porcupine will walk out with an arsenal of spells stored in glyphs (on its clothing, shield, armor, weapons, equipment, etc.) with a list of the different triggers for each of the different effects. However, such a situation is rare, because not only does the creature have to befriend the porcupine — by first befriending the porcupine's companions which typically requires the creature to be able to communicate with them — it also has to find the porcupine which, as mentioned, lives a mostly secluded life deep within forests. Most of the time that this occurs, it is after the creature has spent time travelling with a different colossal beast (most likely an elk), that has then sent it to find and meet the porcupine — otherwise it is rather likely the creature doesn't even know colossal porcupines even exist.

Like most colossal beasts, colossal porcupines do not need to eat, drink or sleep. However, they typically do rest with the other animals that it lives with, but they sleep lightly as to remain alert.

Lair and Lair Actions

A Colossal Porcupine's Lair

A colossal porcupine's lair is typically the area within 500 feet of a particularly large tree in a old growth boreal forest, beyond that it tends to be nothing special. Typically the only way to know you have come across a colossal porcupine's lair, is by the massive quills that the porcupine drops, and the porcupine itself, which typically doesn't stray far from its lair.

Lair Actions

On initiative count 20 (losing initiative ties), the porcupine takes a lair action to cause one of the following effects; the porcupine can’t use the same effect two rounds in a row:

  • Any area of ground in the porcupine's lair that is covered by grass or undergrowth becomes difficult terrain for evil creatures, and other creatures the porcupine isn't friendly towards, until initiative count 20 of the next round.
  • Each creature of the porcupine's choice, within 10 feet of a tree, must make a DC 22 Dexterity saving throw, taking 14 (4d6) slashing damage on a failed save, or half as much on a successful one.
  • Each creature of the porcupine's choice, on the ground in its lair, must make a DC 22 Strength saving throw, or be restrained until initiative count 20 of the next round.
  • A loose rock launches at a creature in the porcupine's lair. The creature must make a DC 22 Dexterity saving throw, taking 13 (3d8) bludgeoning damage on a failed save, or half as much on a successful one.
  • The porcupine casts the Bigby's hand spell. The porcupine doesn't need to concentrate on the spell, which ends on initiative count 20 of the next round.
  • The porcupine chooses up to five creatures it can see, as well as one willing creature that is wielding a melee weapon. The willing creature makes a melee spell attack roll against each of the other creatures — using the porcupine's spell attack modifier (+14). On a hit, a target takes 33 (6d10) force damage.

Habitat: ForestHill

Yellow_Gorilla

Comments

Posts Quoted:
Reply
Clear All Quotes