Gargantuan Construct, Chaotic Evil
Armor Class 23 Metal plating
Hit Points 456 (12d20)
Speed 60 ft., burrow 80 ft.
STR
20 (+5)
DEX
12 (+1)
CON
27 (+8)
INT
23 (+6)
WIS
21 (+5)
CHA
9 (-1)
Saving Throws STR +14, CON +17, INT +15, WIS +14
Damage Vulnerabilities Lightning
Damage Immunities Cold, Fire; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Adamantine
Senses Blindsight, Passive Perception 16
Languages --
Challenge 29 (135,000 XP)
Proficiency Bonus +9
Actions

 

Action Melee Attack. Bite Melee Weapon Attack: +12 to hit, reach 10 ft., 1 target. Hit: 56 (7d10 + 9) [Fire damage 3d6] damage. 

Action Ranged Attack. Lava spit RangedWeapon Attack: +10 to hit, range 5/300 ft., 1 target. Hit: 90 (5d20 + 20) [Fire Damage 3d6] damage.

Action Melee Attack. Crush Melee Weapon Attack: +12 to hit, reach 30 ft., 1 target. Hit: 75 (7d10 + 15) [Fire damage 3d6] damage. 

Bonus Actions

It can spit lava and then dive underground and pop back up where it chose's. 

The Zeboloth can eat it's adamantine plates that have been striped off and regain it's armor class or eat a minimum of 10 pounds of metal not adamantine and gain one AC point.

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Brink of death (3 Actions). if it has lower than 20 hit points left it can then regain 200 hit points instantly. Note can only preform action once in life time.

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

Behemoth Giant metal plated lava worm that wants to destroy everything in its path but is pass able with large amounts of metal. It needs to consume 100 pounds of metal per week or it dies. Needs Metal  The Zeboloth can get a bonus on it's armor class by consuming 10 pounds of metal not adamantine and get one more armor point. Weakness The armor plates on the side's on the Zeboloth can be peeled of by hands or adamantine tool/ weapon. if with hand you take 1d4 fire damage and once peeled off it gushes molten metal if hit you take 1d12 fire damage on a DC 12 Dex saving through take 1d4 damage.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

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

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Habitat: ArcticDesertMountainUnderdark

NeothsFireSpitter

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