Action-Oriented. The Ammoconda is deliberately overpowered, as it is designed to be fought as a solo boss battle.
Slithery. The Ammoconda ignores difficult terrain.
Bullet Hell. Due to sheer frequency of fire and seemingly endless supplies of ammunition, the entire environment surrounding the Ammoconda becomes riddled with bullets at the end of its second round in combat. From that point onwards, a creature takes 1 point of damage for every 5 feet it moves on its turn from grazes, near misses and ricochets.
Shed Skin (Mythic Trait; Recharges after a long or short rest). When the Ammoconda is reduced to 0 hit points, it does not die or fall unconcious. Instead, it sheds its old skin and reveals the slightly weaker scales it now possesses. Its new hit points and hit points maximum is 80 and its AC is reduced to 16. It loses all firearm attacks and Bullet Hell stops: it can only use Tail and Bite attacks. The Ammoconda is killed when it is reduce to 0 hit points in this form.
Arsenal. The Ammoconda makes one Bite and one Tail attack. If the Tail attack hits, it can use Constrict. Then, it makes two attacks with its Colt 45.
Venomous Bite. Melee Attack: +10 to hit, reach 15 ft., one target. Hit: 12 (2d6 + 5) piercing damage, and the target must make a DC 18 Constitution saving throw. On a failed save, they take 18 (5d6) poison damage and are poisoned for 10 minutes. They may repeat the save at the end of each of their turns to end the condition early. On a successful save, they take half damage and aren’t poisoned.
Tail. Melee Attack: +8 to hit, reach 20 ft., one target. Hit: 18 (2d12 + 5) bludgeoning damage, and the Ammoconda can use its Constrict on the target.
Constrict. The target of the Ammoconda’s Tail attack is grappled and has three-quarters’ cover. While the Ammoconda is constricting a creature, it can’t make any more Tail attacks; the Ammoconda has advantage on attack rolls against a constricted creature and ignores the cover. A grappled creature takes 14 (4d6) bludgeoning damage at the start of each of its turns, and cannot breathe. At the end of their turn, the target can make a DC 18 Strength saving throw, escaping in an unoccupied space within 5 feet of the Ammoconda on a successful save.
Colt 45. Ranged Weapon Attack: +8 to hit, range 40/120, one target. Hit: 10 (3d6) piercing damage.
Gatling Gun (Recharge 5-6). The Ammoconda sprays bullets in an uncontrollable, random spree of leaden violence. Each creature in a 30-foot radius sphere originating from the Ammoconda must make a DC 18 Dexterity saving throw, taking 28 (8d6) piercing damage on a failed save, or half as much on a successful one.
Tailwhip. As a response to taking damage, the Ammoconda makes one Tail attack (without Constrict) against a creature it can see. The Ammoconda may use this reaction even if surprised.
The Ammoconda can take 3 legendary actions, choosing from the options below. Only one legendary actions option can be used at a time and only at the end of another creature's turn. The Ammoconda regains spent legendary actions at the start of its turn.
Trickshot. The Ammoconda makes one Colt 45 attack; the range is doubled and on a hit, the Ammoconda can choose one additional effect:
- Armour-Piercing Shot: the Ammoconda has a +2 bonus to hit.
- Violent Shot: the target is pushed back 5 feet and takes an additional 3 (1d6) damage.
- Dazing Shot: the target must make a DC 12 Constitution saving throw, stunned until the end of its next turn on a failed save.
Lightning Reload (Costs 2 Actions). The Ammoconda rolls to recharge its Gatling Gun.
Lair and Lair Actions
The Ammoconda lairs in a complex network of desert caverns, burrowing through the burning sands and taking advantage of tight space and its long reach to crush enemies under shot and scale. While in its lair, the Ammoconda can take on of the following lair actions on initiative count 20 (losing initiative ties):
- The Ammoconda intensifies the cyclic rate; a creature under the effects of Bullet Hell takes 3 damage per 5 feet instead of 1 damage until initiative count 20 on the next round.
- Sand and dust is shaken off the ceiling of the cave and the walls. Up to five creatures of the Ammoconda’s choice must succeed on a DC 17 Dexterity saving throw or be blinded until the end of their next respective turns.
- Rubble and stone breaking up hinders movement; all ground in the lair is considered difficult terrain until the Ammoconda takes a different lair action.
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