Charge. If Aquamentus moves at least 10 feet straight toward a target and then hits it with a horn attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be pushed up to 10 feet away and knocked Prone.
Swamp Hunter. Aquamentus is not affected by the terrain difficulty of standing water, vines, or the like found in swampy or high-water areas such as the water's edge.
Horn. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage.
Flame Breath (Recharge 3–4). Aquamentus exhales 3 fire balls in a 20-foot line, 1 in the center and the last 2 in the diagonals of the center one . Each creature in that areas must make a DC 12 Dexterity saving throw, taking 12 (3d6) fire damage on a failed save, or half as much damage on a successful one.
Horn Beam (Recharge 5–6). Aquamentus horn beams in a 30-foot line. Each creature in that area must make a DC 13 Dexterity saving throw, taking 24 (7d6) radiant damage on a failed save, or half as much damage on a successful one.
Description
"Aquamentus is not a mere mockery of a unicorn, he is an intelligent, fierce and feared predator, not only does he take his prey with his appearance, but also his hopes" -Darnoc the beholder of beasts.
He is a dragon with a horn on his head that some call a unicorn, an Aquamentus is never seen if he does not want to be seen or in a place that he protects, that is why his routine is not clear but due to his appearance and the increase in "unicorn sightings" in areas where Aquamentus were killed, it is thought that to hunt lets see from afar, where it can be easily mistaken for a unicorn, careless adventurers and children do not be fooled, because the creature of the forest is not a celestial but a hunter...
Aquamentus in battle walks slowly from side to side and periodically shoots a group of three fireballs from his mouth, Aquamentus cannot be stunned because his horn is blessed with healing properties and It also provides fire protection. Although his bizarre appearance of a mixture of unicorn and dragon may seem more ridiculous to the inexperienced adventurer or to those who seek the beauty of unicorns, Aquamentus can destroy the most robust walls when he goes at a full trot, and his wings, although small, can lift and move. to the beast in moments of danger. Even if it were necessary to flee, Aquamentus has one more ace up his sleeve, from his horn he can charge a beam of arcane energy.
Lair and Lair Actions
A Aquamentus’s Lair
A Aquamentus’s lair might be an ancient ruin overgrown with vines, a misty clearing surrounded by mighty oaks, a cave near a lake or river, or some other serene woodland location, whit a water near and unicorns to hunt.
Lair Actions
On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can’t use the same effect two rounds in a row:
- Buffs from all creatures, except those allied with Aquamentus, are negated until the next round.
- Water gushes from a point on the ground that Aquamentus can see within 120 feet of it, creating a geyser 20 feet tall and 5 feet in radius. Each creature in the area of the geyser must make a DC 15 Dexterity saving throw, taking 8 (2d6) cold damage on a failed save, or half as much damage on a successful one. In an area of 15 feet around the geyser it becomes difficult terrain for the water.
- Aquamentus can create spawns of creatures in a unoccupied space in a 60 ft area it can see, which last for 1 minute, up to a maximum of 3 that follow all his commands that have the appearance and stats of the following creatures: Skeleton, Giant Bat and Oblex Spawn. They disappear if they leave Aquamentus' domain.
Regional Effects
Transformed by the creature’s strange magic propetis, the domain of a Aquamentus allways include some of the following magical effects, near de creature and in small areas the creature decides to mark as important by brushing his horn on a high point in the area, these are practically undetectable except within a 10ft radius of the mark:
- Open flames of a non-magical nature within the domain of the Aquamentus can spread faster than expected and react violently without warning when ignited or simply extinguished. Torches and campfires can damage nearby people doing damage similar to fire magic or go out suddenly leaving the environment cold, but closed lanterns are not affected.
- Creatures that enter the domain of the Aquamentus have an easier time being found; they have disadvantage on all Dexterity (Stealth) checks made to hide.
- When a good-aligned creature casts a spell or uses a magical effect that causes another good-aligned creature to regain hit points, the target regains the minimum number of hit points possible for the spell or effect.
- Curses that affect any good-aligned creature are amplified.
If the Aquamentus dies, these effects end in its immediate area, but the small ones take 1d8+2 days to wear off.
Comments