Gargantuan Fiend, Typically Chaotic Evil
Armor Class 18 Rock-like skin
Hit Points 200 (2d20 + 160)
Speed 100 ft., Swim 50 ft.
STR
24 (+7)
DEX
5 (-3)
CON
25 (+7)
INT
18 (+4)
WIS
18 (+4)
CHA
23 (+6)
Saving Throws STR +15, CON +15
Skills Athletics +35, Intimidation +40
Damage Vulnerabilities Acid, Cold, Piercing
Damage Resistances Fire, Necrotic; Bludgeoning, Piercing, and Slashing while in Dim Light or Darkness
Damage Immunities Force, Lightning
Senses Blindsight 500, Truesight 500, Passive Perception 20
Languages All, Telepathy 1 KM
Challenge 28 (120,000 XP)
Proficiency Bonus +8
Traits

 

Spellcasting. The Argeanasouaras is a 5th-level spellcaster. Its spellcasting ability is 10 (spell save DC 10, +10 to hit with spell attacks). The Argeanasouaras has following warlock spells prepared:
Cantrips (at will): [command], [flame strike], [wall of fire], [hallow]
1st level (10 slots): [Blindness/Deafness], [scorching ray], [Stinking cloud] 

Actions

Action Name. Enter the description for your action.

Chomp. Melee Weapon Attack: +200 to hit, reach 5 ft., 10 targets. Hit: 200 (8d20 + 40) [damage type] damage. 

Earthquake. RangedWeapon Attack: +100 to hit, range 5/150 ft., 100 targets. Hit: 100 (2d20 + 60) [damage type] damage.

Mythic Actions

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

Bugmorphosis (Costs 2 Actions). it can turn anything into a bug, with 4d20+ 40 health, Bug Attack. Melee Weapon Attack: +10 to hit, reach 5 ft., 10 targets. Hit: 60 (2d20 + 20)  damage. 21 charisma, 21 dexterity, 21wisdom, and 10 strength with a chaotic good alignment (everything else is the same), if it is one of the few good ones.

Description

They are twisted demons in the form of Argentinosaurus, with long, vine-like legs, necks, and tails. they have eight large eyes, and attack like this: causing an earthquake with their tails, ripping off one persons roof, but not showing their selves, then they terrorize, but don't show their selves, this goes on for days, and days, striking fear into poor souls, they finally showing  themselves, but it is already to late, thy strike in one last bit of fear, then eating the poor soul, then doing it once more. (P.S please add this to your dinosaurs as videos, Popcross studios.)  

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count 2 (losing initiative ties), the Argeanasouaras,  takes a lair action to cause one of the following effects; the Argeanasouaras can’t use the same effect two rounds in a row:

  • Heals by 50 heath each turn when in lair.
  • Dexterity is changed to 20, Constitution is changed to 30, Charisma is changed to 27, and Strength is changed to 23 when in lair.

Regional Effects The region containing a legendary Argeanasouaras’s lair is quite weird, with giant eyes scattered around it, gaping maws ready to bite at any moment, and weird creatures everywhere, which creates one or more of the following effects:

  • Every time you move you must make a DC 20 dex saving throw, and if you fail, you take 1d12 slashing damage and are unable to make an action next turn .
  • You randomly float 75 feet in the air every 4th turn, then, you fall and take 4d6+10 force damage.

If the Argeanasouaras dies, these effects fade over the course of 4d6 days.

Anto_Le_Honeypot

Comments

Posts Quoted:
Reply
Clear All Quotes