Aetherflames: While Charogg is Aethercharged, any character who attacks it is dealt 1d10 fire damage.
Swipe: Melee weapon attack, +5 to hit, reach 10ft., one target. Hit 20(4d10) bludgeoning damage
Ram: Melee weapon attack, +5 to hit, reach 15ft., one target. Hit 25(5d10) bludgeoning damage
Tail skid: Charogg skids across the ground in a diagonal manner. If any character is in front of Charogg, it rushes them, dealing 20 bludgeoning damage to the target.
Tail slam: Charogg does a 360, then slams its tail on the ground twice, then skids in a similar manner to its Tail skid attack. Any character that is within 10ft. of Charogg takes 20 bludgeoning damage plus 15 fire damage if Charogg is aethercharged.
Molten ooze: Charogg always uses this attack first. Charogg heaves up a molten ooze from its bowels, and that ooze will target one character. That character must expend their speed to avoid it. If the character's speed is not 30, that character takes 4d10 fire damage. If the character's speed is above 30, their speed is set to 0 until they take a long rest and avoid the damage.
Fireball expulsion(exiting rage state): Charogg flattens itself against the ground, expelling fireballs in a 360 around it. Characters must make a DC 12 Dexterity saving throw, taking 15 fire damage on a failed save, and no damage on a successful one.
Enrage: Charogg slams the ground multiple times. Any character within 5ft. of Charogg takes 5 force damage, and Charogg is enraged for two of its turns. While enraged Charogg has advantage on attack rolls and adds 1d10 fire damage to all of its attacks(except Aetherflames). on its third turn, Charogg must take the Fireball expulsion action.
Aethercharge: Charogg grumbles, then starts expelling flames from its firesacs. Charogg has the Aetherflames trait active while Aethercharged. Before attacking an Aethercharged charogg, characters must make a DC 12 Dexterity saving throw, taking the damage from the Aetherflames on a failed save, and taking no damage on a successful one. Charogg exits this state at the end of its second turn aethercharged.
Charogg's are mythical creatures to those outside of the Shattered Isles, along with the other known Behemoths, are nothing the likes of which anyone has ever seen before.
Sheer Mystery. Anyone who is not from the Shattered Isles cannot seem to identify this creature, or what it can do, so people who aren't from the Shattered Isles are weary and unsure about the Behemoths. Creatures who have the Mythical Trait of Sheer Mystery are able to frighten those who have not encountered this creature previously for 2 turns of combat if the creature is huge or bigger. If the creature is smaller than huge, the opponent must make a DC14 Wisdom Saving Throw, and if they fail they will be frightened for 2 turns of combat.
Description
The mighty Charrogg is one of the sturdiest, toughest, and stubbornest Behemoths in the Shattered Isles. A walking volcanic eruption with anatomy that calls to mind both mythical saurians and common tortoises, this blaze-hungry furnace on legs can melt the very islands on which it stands. Their thick, stout forms, which are always hunkered down to the ground, cannot even be interrupted by the most staggering blow.
Most surprising of all to rookie Slayers facing their first Charrogg, these heaviest of Behemoths can launch themselves into the air on spiraling jets of fire blasted from their own bodies. Produced by aetheric flame sacs situated above each trunk-like limb, these jets cannot keep the Charrogg aloft forever but by the time it returns to earth, any threats have usually been toasted to a crisp.
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