Huge Elemental, Neutral Good
Armor Class 21 Natural Armor
Hit Points 157 (14d10 + 80)
Speed 30 ft., When standing on its hindlegs the speed is halved , Burrow 30 ft.
STR
22 (+6)
DEX
12 (+1)
CON
21 (+5)
INT
8 (-1)
WIS
9 (-1)
CHA
7 (-2)
Saving Throws STR +10, CON +9
Skills Intimidation +7, Stealth +6
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks; Bludgeoning, Piercing, and Slashing from Magic Weapons
Condition Immunities Frightened, Petrified, Poisoned, Prone
Senses Darkvision 120 ft., Tremorsense 90 ft., Passive Perception 12
Languages Terran Conveys only its feelings and basic words
Challenge 11 (7,200 XP)
Proficiency Bonus +4
Traits

Metal Skin. The Aggrion only takes half damage from physical attacks.

Bane of Metal. The Aggrion gets a bonus of +3 when attacking an enemy that is wearing metal armor.

Actions

Multiattack. The Aggrion makes two melee attacks.

Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., 1 target. Hit: 24 (4d8 + 6) [piercing] damage. 

Iron Tail. Melee Weapon Attack: +8 to hit, reach 10 ft., 2 target. Hit: 28 (4d10 + 6) [bludgeoning] damage. 

Acid Spray. RangedWeapon Attack: +7 to hit, range 30/120 ft., 1 target. Hit: 26 (4d10 + 4) [acid] damage.

Burrow. The Aggrion burrows itself under the earth.

Bonus Actions

Stomp The Aggrions stomps on the ground causing tremors to shake the surrounding earth. Each creature in a range of 5 ft. of the Aggrion has to make a DC 18 Dexterity saving throw or be knocked prone.

Reactions

Defense Curl: The Aggrion curls itself up and hides beneath its armor-plates.

It automatically fails all dexterity saving throws but only takes half from all saving throws until the end of the turn.

Legendary Actions

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Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

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

Description

Aggrions are hulking behemoths cladded in metallic plates. While its basic form is that of a large bear or similar animal, they are much bulkier and protected by large pieces of metal that seem like armor plates. It has rasp-like teeth that can grind through metal and are feared by warriors who have witnessed what they can do to armor.

Aggrions live in regions rich in iron and other metals. They create an underground lair or use existing caves or anything else that suits them the same way and roams its territory to feats upon metal outcrops and mineral-rich stone. Aggrions are usually solitary and ignore other creatures and even humans passing their territory. When provoked they will stand up on their hindlegs an emit a loud resonating roar that causes metal such as swords or armor in a 500 ft. radius to vibrate heavily. They use a modified version of this roar to detect large metal outcrops. While Aggrions usually behave passive towards humans, they might be attracted by metal in large quantities like armor and when starved, might attack the wearer of said armor.

Once an Aggrions has chosen its territory it will actively defend its territory against dangers and try to protects the environment. It is unknown why Aggrions behave in such a way. An Aggrion almost never retreats and will grow indefinitely as long as there is an abundance of metals in the region.

Lair and Lair Actions

An abandoned mineshaft, natural caves or self-dug cave which spreads for almost a mile in several tunnels and consists of at least 2 larger caverns.

Lair Actions

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

  • Collapse Lair: The Aggrion causes a part of its lair to collapse causing boulders to fall at several places in its vicinity.

 

Monster Tags: Elemental

Habitat: DesertForestMountain

Lord_Nik

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