SPECIAL TRAITS - ORIGINAL FORM ONLY
Self Contained Ecosystem with Natural Camouflage. The Ancient Sea Zaragon whole body is covered in a natural ecosystem combined of several types of natural materials (such as rock, sand, soil, vegetation, etc...) and can possibility have any creature of huge to small in size, living in coexistence and/or form a symbiotic relationship. However, any creature that does not reside in this ecosystem is considered to be under difficult terrain movement. This ecosystem also has another benefit, if the Ancient Sea Zaragon remains motionless, or if its on the water surface, it can have a slight drift. Its natural ecosystem acts like some sort of a camouflage that gives off a false appearance that is indistinguishable from a typical island (water) or a blended piece of difficult terrain (land).
Siege Monster. The Ancient Sea Zaragon does double damage to objects and structures.
Symbiotic Relationship (1/Long Rest). The Ancient Sea Zaragon can as a bonus action, once activated, it can send out a call for help. If available, any of the creature(s) that either lives in coexistence or have a symbiotic relationship with the Ancient Sea Zaragon comes to its aid. The creature has a challenge rating of up to either half or at the level of the lowest party member (DMs Choices). By rolling (1D6), determines the size and amount of available creature(s), that join the encounter at the start of a new round, the results are as follows: (1): One huge size creature is available, (2): Two large size creatures available, (3): Three medium size creatures available, (4): Four small size creatures available, (5 - 6): No creatures available.
SPECIAL TRAITS - HUMANOID FORM ONLY
Linguistics. The Ancient Sea Zaragon is fluent in several languages and limited in the remaining. Fluent languages include Draconic, Aquan, Common, and 4 others (at DMs discretion).
SPECIAL TRAITS - ANY FORM
Naturally Armored. The Ancient Sea Zaragon ignores any insufficient damage done to its fortified shell/body and armored hide/skin (such as the head, tail, limbs/flippers, etc...). Any attack that does not do a minimal of 15 (1D20+5) points of damage or more of a creature's single attack action, or 30 (2D20+9) points of damage or more of a creature's turn, becomes ignored. This minimal damage points can be set for either the entire encounter or adjusted per new round. By attacking any vital areas (such as eyes, ears, maw/beak, inside (stomach), etc...) bypasses this trait, but the attack is rolled at disadvantage.
Amphibious. The Ancient Sea Zaragon can breathe air and water.
Magic Weapons. The Ancient Sea Zaragon weapon attacks are considered magical.
Unusual Nature. The Ancient Sea Zaragon doesn't require food or drink.
Shapechanger (at will). The Ancient Sea Zaragon can use its bonus action, once activated, it can magically transform from one form to the other and vise versa. If transforming into a humanoid, the Ancient Sea Zaragon can choose any humanoid race (any race that it had an interaction with in its life time) of small to medium in size and all while retaining its game statistics (other than its size and some abilities/actions). Any equipment that the Ancient Sea Zaragon was previously wearing or carrying before the transformation back to its original form becomes absorbed or borne by the new form, and vise versa. This transformation ends when another bonus action is used to end it or (at DMs discretion) can either keep the same form or change back to its original if reduced to 0 hit points, or becomes dead.
Legendary Resistance (3/Day). The Ancient Sea Zaragon, if it fails any Saving Throw, it can choose to succeed it instead.
Blessing of the Sea (1/Long Rest). The Ancient Sea Zaragon can as a bonus action, once activated, if it is reduced to 0 hit points, it current hit point total instead resets to 500 hit points, and it recharges its breath weapon(s). Additionally, the Ancient Sea Zaragon can now use the options in the "Mythic Actions" section for 1 hour. Award to the party is granted an additional 90,000 XP (180,000 XP Total) for defeating the Ancient Sea Zaratan-Dragon after its Blessing of the Sea activates.
ACTIONS - ORIGINAL FORM ONLY
Multiattack. The Ancient Sea Zaragon can make one Flipper Fling or Innate Spellcasting attack and three attacks: one Venomous Bite or Spike/Club Tail attack, and two Flipper with Claws or two Spit Ball/Object attacks. The Ancient Sea Zaragon can replace its two Flipper with Claws or Spit Ball/Object attacks for an attempt to use the swallowed/consumed action.
Innate Spellcasting. The Ancient Sea Zaragon is a level 20 innate spellcaster. Its innate spellcasting ability is Intelligence (Spell Save DC 24, +16 to hit with spell attacks). The Ancient Sea Zaragon has the following known spells from the Wizard, Sorcerer, and Cleric classes, and can innately cast the following spells, requiring only verbal components:
At Will (any level): Fire Bolt, Chaos Bolt, Witch Bolt, Lightning Bolt, Message
5/Day (any level): Control Weather, Control Water, Fireball, Poison Spray, Fog Cloud, Guiding Bolt, Magic Missile
3/Day (any level): Meteor Swarm, Counterspell, Alter Self, Polymorph
1/Day (any level): Dispel Magic, Sunburst
Flipper Fling. The Ancient Sea Zaragon can fling one small to huge creature or object that is thrown up to 40 ft. As it strikes any surface, it takes 3 (1D6) Bludgeoning damage for every 10 ft. forward the target is thrown. The thrown creature is also knocked prone on impacted. If the creature is thrown at another creature, that creature must succeed a DC 15 Dexterity Saving Throw or take the same damage and be knocked prone as well.
Venomous Bite. Melee Weapon Attack: +18 to hit, reach 10 ft., one target. Hit: 23 (2D12+10) Piercing damage plus 22 (4D10) Poison damage, and the target is grappled (escape DC 20 Strength (Athletics) or Dexterity (Acrobatics) Check). Until the grappled ends, the target is restrained and the Ancient Water Zaragon can't bite another target.
Swallowed/Consumed. The Ancient Sea Zaragon can make one more bite attack against a huge or smaller creature that is already grappled in its mouth. If the attack hits, the target takes 23 (2D12+10) Piercing damage plus 22 (4D10) Poison damage, and is swallowed/consumed, and the grappled ends. A swallowed/consumed creature is blinded and restrained, but has total cover against attacks and effects outside the Ancient Sea Zaragon. All swallowed creatures takes 27 (6D8) Acid damage at the start of each of the Ancient Sea Zaragon's turns while inside. The Ancient Sea Zaragon can have any number of creatures swallowed/consumed at once. If the Ancient Sea Zaragon takes 20 (1D20+10) damage or more on a single attack from any creature inside it or 41 (2D20+20) damage or more on a single turn. Theses minimal damage points can be set for either the entire encounter or adjusted per round, at the start of the round. If the required amount of damage is done, then the Ancient Sea Zaragon must succeed on a DC 28 Constitution Saving Throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 ft. of the Ancient Sea Zaratan-Dragon. If the Ancient Sea Zaratan-Dragon dies, all swallowed/consumed creatures are no longer restrained and can escape by using 30 ft. of movement, exiting prone. However, all creatures that are swallowed/consumed are automatically regurgitated if the Ancient Sea Zaragon uses its Shapechanger or any spells that can transform its size smaller than its original.
Spike/Club Tail. Melee Weapon Attack: +18 to hit, reach 15 ft., one target. Hit: 23 (2D12+10) Bludgeoning damage plus 22 (4D10) Slashing damage. If the target is a creature, it must succeed on a DC 20 Strength Saving Throw or be pushed up to 20 ft. away from the Ancient Sea Zaragon and knocked Prone.
Flipper with Claws. Melee Weapon Attack: +18 to hit, reach 15 ft., one target. Hit: 23 (2D12+10) Slashing damage plus 22 (4D10) Poison damage.
Spit Ball/Object- Fire & Water. Range Weapon Attack: +10 to hit, range 60 ft/240 ft., one target. Hit: 23 (2D12+10) Fire damage plus 22 (4D10) Bludgeoning damage.
ACTIONS - HUMANOID FORM ONLY
Multiattack. While the Ancient Sea Zaragon can make one spellcasting attack and three attacks: one bolt of the sea, and two trident of the sea or crossbow of the sea attacks.
Spellcasting. While the Ancient Sea Zaragon is in its humanoid form, it is a level 20 spellcaster. Its spellcasting ability is Intelligence (spell save DC 24, +16 to hit with spell attacks). The Ancient Sea Zaragon has the following Wizard, Sorcerer, and Cleric class spells known, requiring only verbal components. All spell slots are regained when completing a long rests.
Cantrips (at will): Fire Bolt, Message, Prestidigitation, Chill Touch, Frostbite, Mending
1st level (4 slots): Chaos Bolt, Magic Missile, Sleep, Witch Bolt
2nd level (3 slots): Alter Self, Aganazzar's Scorcher, Scorching Ray, Shatter
3rd level (3 slots): Blink, Counterspell, Lightning Bolt, Fireball
4th level (3 slots): Banishment, Blight, Ice Storm, Polymorph
5th level (3 slots): Flame Strike, Mass Cure Wounds, Cone of Cold
6th level (2 slots): Chain Lightning, Disintegrate, Sunbeam
7th level (2 slots): Regenerate, Teleport, Fire Storm
8th level (1 slots): Telepathy, Sunburst, Dispel Magic
9th level (1 slots): Meteor Swarm, Mass Heal, Mass Polymorph
Bolt of the Sea. Melee or Ranged Spell Attack: +18 to hit, reach 5 ft., range 600 ft., one target. Hit: 36 (4D12+10) damage of one of the following types (Ancient Sea Zaragon's choice): Acid, Cold, Fire, Force, Lighting, Radiant, Necrotic, Psychic, or Thunder.
Trident of the Sea. Melee or Ranged Weapon Attack: +18 to hit, reach 5 ft., or 20 ft./60 ft., one target. Hit: 23 (2D12+10) Piercing damage plus 22 (4D10) damage of one of the following types (Ancient Sea Zaragon's choice): Acid, Cold, Fire, Force, Lighting, Radiant, Necrotic, Psychic, or Thunder or 33 (3D12+10) Piercing damage plus 22 (4D10) damage of one of the following types (Ancient Sea Zaragon's choice): Acid, Cold, Fire, Force, Lighting, Radiant, Necrotic, Psychic, or Thunder, if used with two hands to make a melee attack.
Crossbow of the Sea. Range Weapon Attack: +10 to hit, range 80 ft./320 ft., one target. Hit: 23 (2D12+10) Piercing damage plus 22 (4D10) damage of one of the following types (Ancient Sea Zaragon's choice): Acid, Cold, Fire, Force, Lighting, Radiant, Necrotic, Psychic, or Thunder.
ACTIONS - ANY FORM
Breath Weapons (Recharge 5-6). The Ancient Sea Zaragon can use one of the following breath weapons.
Steam/Fire Breath. The Ancient Sea Zaragon exhales scalding steam or Fire in a 300 ft. (original form) or 60 ft. (humanoid form) cone. Each creature in that area must make a DC 18 Constitution Saving Throw, taking 55 (10D10) Fire damage on a failed save, or half as much damage on a successful one. Being underwater doesn't grant resistance against this damage.
Electrified Water Breath. The Ancient Sea Zaragon exhales electrified water in a 300 ft. (original form) or 60 ft. (humanoid form) cone. Each creature in that area must make a DC 18 Constitution Saving Throw, taking 55 (10D10) Lightning damage on a failed save, or half as much damage on a successful one.
Iced shards & Water Breath. The Ancient Sea Zaragon exhales iced shards & water in a 300 ft. (original form) or 60 ft. (humanoid form) cone.. Each creature in that area must make a DC 18 Constitution Saving Throw, taking 55 (10D10) Cold damage and pushed back 20 ft. on a failed save, or half as much damage on a successful one.
BONUS ACTIONS - ORIGINAL FORM ONLY
Strong Currents/Undertow or Terrain. The Ancient Sea Zaragon, can after moving 30 ft. or more, causes an area of 60 ft. radius centered on itself to become difficult terrain. If located in water, the Ancient Sea Zaragon creates a strong current or undertow, causing difficult terrain for 1 min, even if the creature has swimming speed. If located on land, the Ancient Sea Zaragon creates or destroys the terrain surrounding itself, causing difficult terrain to be permanent.
BONUS ACTIONS - HUMANOID FORM ONLY
Disarm Weapon/Item. The Ancient Sea Zaragon can attempt to preform a Disarm of any weapon or item that is in the target's grasp. The attacker makes an attack roll contested by the target's Strength (Athletics) Check or Dexterity (Acrobatics) Check. If the attacker wins the contest, the attack caused no damage or other ill effect, but the defender drops the weapon or item. The attacker has disadvantage on its attack roll if the target is holding the weapon or item with two (or more) hands.
BONUS ACTIONS - ANY FORM
Shapechanger. Whether the Ancient Sea Zaragon is in its original or humanoid form, it can magically transform into any humanoid race or revert back to its original form, all while retaining the game statistics, other than size and some abilities/actions.
REACTIONS - ORIGINAL FORM ONLY
Enraged Defense. The Ancient Sea Zaragon, if attacked first during the encounter, all creatures within 120 ft. radius must make a DC 18 Constitution Saving Throw, taken 23 (2D12+10) Force damage.
REACTIONS - HUMANOID FORM ONLY
Parry. The Ancient Sea Zaragon, once per turn, it can add +6 to its AC against one melee attack that would hit it. To do so, the Ancient Sea Zaragon must see the attacker and be wielding a melee weapon.
REACTIONS - ANY FORM
Opportunity Attack. The Ancient Sea Zaragon can take one melee attack, Flipper with Claws (original form) or Trident of the Sea (humanoid form) at any creature that moves outside of its melee range.
The Ancient Sea Zaragon 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 Ancient Sea Zaragon regains spent legendary actions at the start of its turn.
LEGENDARY ACTIONS - ORIGINAL FORM ONLY
Move or Attack (Costs 1 Action). The Ancient Sea Zaragon can if it chooses to either move up to half of its normal speed or it can make one Flipper with Claws or Spit Ball/Object attack.
Shell Retract or Emerge (Costs 2 Actions). The Ancient Sea Zaragon can choose to either retract or emerge from its shell. While the Ancient Sea Zaragon is retracted in its shell, it has resistance to all damage types and it is restrained until it emerges from its shell. While retracted in the shell, the next time it takes a legendary action, it must take a revitalize or emerge action.
Revitalize (Costs 2 Actions). The Ancient Sea Zaragon can use this option only if it is retracted in its shell. It regains 52 (5D20) hit points. The next time it takes a legendary action, it must take its emerge action.
Gift of Water, Physically Generate (Costs 3 Actions). The Ancient Sea Zaragon is in any water that is large and deep enough to fit itself in. It can use its body to create a whirlpool by submerging below the waterline or tidal wave/tsunami by breaching above the waterline. If above the waterline, it can choose to submerge beneath the waves causing a whirlpool, centered on its previous location. If below the waterline, it can choose to breach above the waves causing either a tidal wave or tsunami to spread out in a radius. See Whirlpool in Control Water and Tidal Wave or Tsunami for information.
LEGENDARY ACTIONS - HUMANOID FORM ONLY
Move or Attack (Costs 1 Action). The Ancient Sea Zaragon can if it chooses to either move up to half of its normal speed or it can make one Trident of the Sea or Crossbow of the Sea attack.
Weapon Slam (Costs 2 Action). The Ancient Sea Zaragon can take its Trident of the Sea, and slam it into the ground, releasing an explosive shockwave. Each creature within 20 ft. radius of the Ancient Sea Zaragon must succeed a DC 18 Dexterity Saving Throw or take 32 (4D10+10) Force damage, and be knocked prone. Half damage on success and the creature is not knocked prone.
Self Heal (Costs 2 Action). The Ancient Sea Zaragon can regain 52 (5D20) hit points.
Gift of Water, By Magic (Costs 3 Actions). The Ancient Sea Zaragon can use its magic ability to create a whirlpool, tidal wave or tsunami. See Whirlpool in Control Water and Tidal Wave or Tsunami for information.
If the Ancient Sea Zaragon's Blessing of the Sea trait has been activated in the last hour, it can use the options below as legendary actions.
MYTHIC ACTIONS - ANY FORM
Booming Voice (Costs 1 Action). The Ancient Sea Zaragon can lets out a loud and painfully intense sound. Each creature within a 100 ft. of the Ancient Sea Zaragon must make a DC 20 Constitution Saving Throw, taking 24 (7D6) Thunder damage, on a failed save, half damage on a successful one.
Boiling Aura (Costs 2 Actions). The Ancient Sea Zaragon can radiate intense heat. Until the start of the Ancient Sea Zaragon's next turn, whenever a creature starts its turn within 20 ft. of the Ancient Sea Zaragon, that creature must succeed on a DC 24 Constitution Saving Throw or take 40 (9D8) Fire damage. Being underwater doesn't grant resistance against this damage.
Armor of Storms (Costs 3 Actions). The Ancient Sea Zaragon can cause lighting to be temporarily surrounding the Ancient Sea Zaragon, and it gains 40 temporary hit points at the start of its next turn. Until all these temporary hit points are gone, any creature that touches the Ancient Sea Zaragon or hits it with a melee attack takes 26 (4D12) Lightning damage.
Description
There are many different types of species of Zaragon's, that range in many sizes, ages, abilities, and environments. Since Zaragon's have adapted to their environments over time, the most two common types are land and sea Zaragon's. Since the land Zaragon's have adapted to land, forming legs and claws for climbing, etc... The Sea Zaragon's have adapted to the sea, forming either webbed claws or flippers with claws. This allows the Zaragon's to freely moveable in their natural environments. While these creatures like to roam the world in search of knowledge and/or treasure. Since Zaragon's are a kind of hybrid creatures that have a combination of their common and ancient ancestry of Zaratans, Dragon Turtles, and Dragons, as well as the ability to Shapechanger into any humanoid race it chooses, as long as it has previously been around that race in its life time. The Ancient Sea Zaragon can only shape change into a humanoid race of the size of small to medium.
Since these are incredible and smart creatures, and can choose if it wanted to, live its life among humanoid races. However, due to their sleeping cycles, they would prefer to stay in their original and enormous size, to make it much more difficult to be attacked while in slumber. Even though its rare to see, the larger the Ancient Sea Zaragon is, the older they seem to be. Since several of these titans are usually spending most of their time in long sleeping cycles, they become mistaken for islands or land terrain by any creature/humanoid race that might be passing by them.
As you become ship wrecked, you make your way to a small island in the distance. As soon as you get close enough to see, the Ancient Sea Zaragon suddenly moves and as you see one of the rocks lurch forward out of the water, and a huge eye opens on the side of what appears to be a huge boulder. You now realize that your face to face with an Ancient Sea Zaragon's massive head. With an average head size of 100 ft. in diameter, with a ridge in the center like a tall hill. You also notice that its 200 ft. long flipper/claws are easily mistake for reefs. While seeing a massive beaklike mouth gaping open in the surf, allowing all creatures nearby becoming sucked into the mouth of the Ancient Sea Zaragon.
Since the Ancient Sea Zaragon is an impossibly huge creature that over time has developed an entire ecosystem that grew on its stony, mountainous shell. While drifting on the warm ocean currents or resting on the shores of coastal lands. Not only does this creature house its own ecosystems but sometimes they become homes for some creatures/humanoid species and in part form some kind of symbiotic relationship.
As most Ancient Sea Zaragon spend their several millennia-long lives, sometimes in long slumber cycles. While they are a drift on the surface of the ocean, their mouths slightly open, and reflexively swallow larger creatures and/or humanoids that adventure or explore the "cave" to closely. While other Ancient Sea Zaragon's might spend their lives living among the humanoid races, or sometimes spend time in both environments and since these creatures have long lives they can spend decades to centuries asleep or awake. The Ancient Sea Zaragon may also know may secrets, history, etc... that might have been lost over time. However awaken and bargaining with a Ancient Sea Zaragon is an entirely different situation.
If by any chance you find and wake an Ancient Sea Zaragon, you will either find yourself in a dangerous or wonderful situation. Since these creatures are unpredictable and dangerous, you do not know how they will respond after being suddenly woken up. As their usual response to any injury severe enough to waken them is to either to become aggressive, dive to the crushing black depts or if lucky actually respond. Some Ancient Sea Zaragon's have also be known to commune with other races including oceanic races in their life time, such as deep ones, sahuagin, or aboleth to name a few.
Like their common ancestors and counterpart of Zaratans, Dragons and Dragon Turtles, the Ancient Sea Zaragon's also collects treasure. As the creature grows so does their treasure hoard. As they start usually young with sinking ships and sifting though the wreckage for coins and/or precious items that might be of value. The Ancient Sea Zaragon would swallow the treasure for easier transport, then can regurgitates when it reaches its lair.
The Ancient Sea Zaragon's are also very smart and very much like being bribed, and/or pirate any sailing sea vessels that venture into any territories of these creatures. As other humanoid species quickly learn to offer them some kind of valuable treasure in exchange for safe passages through their territory, you are ultimately under the mercy of the Ancient Sea Zaragon decision.
Ancient Sea Zaragon's sometimes find a way through rifts to the Elemental Plane of Water.
Lair and Lair Actions
Whether the Ancient Sea Zaragon is in its original or humanoid form, it makes their lairs in many different location(s). These locations can be in underwater caves, coral reefs, deep sea trenches, underwater volcanoes, shelf floor, or along costal shorelines, islands and caves. Usually in a large area that can house both the creatures both forms and the treasure hoard the creatures builds.
Lair Actions
On initiative count 20 (losing initiative ties), the Ancient Sea Zaragon takes a lair action to cause one of the following effects; the Ancient Sea Zaragon can’t use the same effect two rounds in a row:
- Storm of the Ages. Thunder and lightning storm forms and strikes all ceatures within 120 ft. of the Ancient Sea Zaragon. All creatures that are within this area must make a Constitution Saving Throw. Failures take 10 (3D6) Lightning Damage, plus 10 (3D6) Thunder Damage, while those who succeed take half.
- Electrical Charge. The water and air within the lair becomes electrically charged. All creatures within 120 ft. of the Ancient Sea Zaragon must make a DC 18 Constitution Saving Throw. Failures take 10 (3D6) Lightning Damage, While those who succeed take half.
- Magma Geyser. Magma erupts from a point on the ground the Ancient Sea Zaragon can see within 120 ft. creating a 20 ft. high, 15 ft. radius geyser, with a 5 ft. hole in the center. Each target in the geyser's area must make a DC 15 Dexterity Saving Throw, taking 21 (6D6) Fire damage on failure or half damage on a success. Being underwater doesn't grant resistance against this damage.
Regional Effects
The region containing a legendary Ancient Sea Zaragon’s lair, which creates one or more of the following effects:
- Diverting Currents. Underwater currents push unwanted visitors away from the Ancient Sea Zaragon's lair. While swimming in these currents, each foot of movement costs 1 extra ft. (2 extra ft. in difficult terrain), even if a creature has a swimming speed.
- Elemental Portals. Crevasses on the ocean floor within 1 mile of the Ancient Sea Zaragon's lair form a two-way portals to the Elemental Plane of Water, allowing creatures of elemental water into the world to dwell nearby.
- Hot Water. Geothermal vents heat the water within 6 miles of the Ancient Sea Zaragon's lair to 100 degrees Fahrenheit.
If the Ancient Water Zaragon dies, these effects fade over the course of 1d10 days.
Previous Versions
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