Bio-Electricity. Whenever the Electradon is subjected to Lightning or Thunder damage, it takes no damage and instead regains a number of hit points equal to half the damage dealt.
Shock Aura. The Electradon can activate or deactivate this feature as a bonus action. While active, the aura deals 10 lightning damage to any creature that ends its turn within 30 feet of it.
Predators Gaze. If the Electradon dies, any creature that can see Electradon's eyes must make a DC 13 Constitution saving throw. If the saving throw fails by 5 or more, the creature is reduced to 0 hit points. On a success, each creature takes 16 (3d10) psychic damage.
Multiattack. The Electradon makes two bite attacks.
Bite. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 20 (3d8 + 7) piercing damage.
If the target is a Medium or smaller, the creature makes a DC 20 Strength Saving Throw, or is swallowed. While swallowed, the creature is blinded and restrained, and it takes 21 (6d6) acid damage at the start of each of the Electradon's turns.
If the Electradon takes 35 damage or more on a single turn from a creature inside, it must succeed on a DC 23 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in spaces within 10 feet.
Lightning Strike. The Electradon uses its dorsal fin to magically strike hurl a lighting bolt at a point it can see within 120 feet of it. Each creature within 10 feet of that point must make a DC 18 Dexterity saving throw, taking 54 (12d8) lightning damage on a failed save, or half as much damage on a successful one.
Control Weather. The Electradon casts the control weather spell.
1/day each: control weather
Electric Hide. If a creature hits the Electradon with a melee attack, the creature takes 5 lightning damage.
Lightning Strike. The Electradon takes the Lightning Strike Action.
Digest. The Electradon surges with electrical energy. Each creature it has swallowed makes a DC 13 Dexterity saving throw or takes 3d6 lightning damage, and 3d6 acid damage. Half damage on a success. The Electradon heals half the total damage amount.
The Electradon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The Electradon regains spent legendary actions at the start of its turn.
Bite (Costs 2 Actions). The Electradon makes one bite attack.
Description
Lair and Lair Actions
Typically always hunting in the depths of the sea, the Electradon has lairs within trenches, cavernous dens, or sunken warships.
Lair Actions
On initiative count 20 (losing initiative ties), the Electradon takes a lair action to cause one of the following effects; the Electradon can’t use the same effect two rounds in a row:
- A strong current moves through the Electradon’s lair. Each creature within 60 feet of the Electradon must succeed on a DC 20 Strength saving throw or be pushed up to 60 feet away from the Electradon. On a success, the creature is pushed 10 feet away from the Electradon.
- Creatures in the water within 60 feet of the Electradon have vulnerability to lightning damage until initiative count 20 on the next round.
- The water in the Electradon’s lair becomes electrically charged. All creatures within 30 feet of the Electradon must succeed on a DC 20 Constitution saving throw, taking 10 (3d6) lightning damage on a failed save, or half as much damage on a successful one.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
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12/7/2022 8:53:47 PM
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17
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1
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12/7/2022 9:11:48 PM
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7
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1
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12/7/2022 9:13:34 PM
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9
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1.5
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Coming Soon
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