Gargantuan Dragon, Unaligned
Armor Class 25 Natural
Hit Points 4000 (200d20 + 1000)
Speed 100 ft.
STR
30 (+10)
DEX
10 (+0)
CON
30 (+10)
INT
5 (-3)
WIS
5 (-3)
CHA
5 (-3)
Saving Throws STR +19, DEX +9, CON +19, INT +6, WIS +6, CHA +6
Damage Vulnerabilities Radiant
Damage Resistances All damage but Force, Radiant, and Psychic
Damage Immunities Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Frightened, Grappled, Prone, Restrained
Senses Blindsight 5280 feet, Tremorsense 5280 feet, Passive Perception 10
Languages --
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

Magic Resistance. The World Eater has advantage on saving throws against spells and other magical effects.

Reflective Carapace. Any time the World Eater is targeted by a magic missile spell, a line spell, or a spell that requires a ranged attack roll, roll a d6. On a 1 to 5, the World Eater is unaffected. On a 6, the World Eater is unaffected, and the effect is reflected back at the caster as though it originated from the World Eater, turning the caster into the target.

World Destroyer. The World Eater deals ten times damage to all terrain, structures, and objects. It also instantly kills any living being unlucky enough to find itself under the World Eater.

 

Actions

Earthquake: Any creature standing on or around the World Eater within 1000 feet must make a Dex Save DC 15 or fall prone and take 1d20 bludgeoning damage. Any creature that passes this check ten times becomes immune to falling prone but may still take damage if they fail the save in the future.

Acid Beam (Recharge 5–6). The World Eater exhales acid in a 100-foot line that is 30 feet wide. Each creature in that line must make a DC 22 Dexterity saving throw, taking 5d20 acid damage on a failed save, or half as much damage on a successful one.

Swallow. The World Eater makes one bite attack against any creature within 30 feet. If the attack hits, the target is swallowed. While swallowed, the creature has total cover against attacks and other effects outside the World Eater, and it takes 10d20 acid damage at the start of each of the World Eaters turns. The creature is considered to be on the inside of the World Eater.

Bonus Actions

Each turn the World Eater can choose to regenerate 1d20 hp as a bonus action.

Frightful Presence. Each creature of the World Eater’s choice within 120 feet of it and aware of it must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if the World Eater is within line of sight, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the World Eater’s Frightful Presence for the next 24 hours.

Legendary Actions

The World Eater Body segment has three legendary action points that reset at the start of its turn. It can only take a legendary action after an opponents turn.

Regeneration (2 Legendary Action Points).  The World Eater can spend two legendary action points to regain 10d20 health points.

Gravitational Quake (1 Legendary Action Point). Due to the sheer mass of the World Eater each creature within 5280 feet must make a Str Save DC 15 or be pulled 5 feet closer to the World Eater, Additionally, any creature standing on or around the World Eater within 1000 feet must make a Dex Save DC 15 or fall prone and take 1d20 bludgeoning damage. Any creature that passes the check ten times becomes immune.

Acid Beam (1 Legendary Action Point). The World Eater exhales acid in a 100-foot line that is 30 feet wide. Each creature in that line must make a DC 22 Dexterity saving throw, taking 5d20 acid damage on a failed save, or half as much damage on a successful one.

Roar (1 Legendary Action Point). Each creature of the World Eater’s choice within 120 feet of it and aware of it must succeed on a DC 17 Wisdom saving throw or become frightened and deafened for 1 minute and take 1d20 psychic damage. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if the World Eater is within line of sight, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the World Eater’s Roar for the next 24 hours.

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

General: The World Eater only emerges every ten thousand years to devour the world because of the gods' cruel way to entertain themselves. This massive serpent slithers over every square inch of the planet until there is nothing left. Its purple scales are large enough to flatten castles, Fangs the length of small mountains, and an acid breath that melts anything in its path. It is so massive that it has its own slight gravitational pull and causes earthquakes up to a mile out. It is a total of 52800 feet long and 5280 feet wide. It usually takes about a year to finish devouring the surface of the planet and resetting the gods' cruel game. Few if any ever survive.

Body Segment: Each body Segment is the size of one scale, or 100x100 feet. For every body segments hp drained to zero the heads maximum hp reduces by 1% each time, but it is not necessary to kill the world eater. Only the heads hp must drop to zero in order for it to die.

Head: The Head is far beefier and deadlier than the body segments, with an acid breath of mass destruction and the ability to devour almost whole mountains in one bite, but can also be considered the weak spot as it is the only part of the body if drained to zero hit points instantly kills the beast. It measures 5280 feet in length and width.

Inside: The inside of the World Eater is possibly deadlier and weaker than any other part of the body, it is vulnerable to all magical attacks on the inside but for every round a creature remains inside the World Eater, they take 5d20 Acid Damage, any damage done inside the creature takes from the health pool of the head.

 

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.

Monster Tags: DinosaurTitanmonstrosityInevitable

MagnaTigarias

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