Naturally Armored. The Ancient Sea Zaragon ignores any attack/damage that does not do a minimal of 15 (1D20+5) points of damage or more on a single attack action, and/or 30 (2D20+9) points of damage or more of a turn. This minimal damage points can be set for either the entire encounter or adjusted per new round. By attacking any vital areas bypasses this trait, but the attack is rolled at disadvantage.
Special Equipment. The Ancient Sea Zaragon wields the Trident and Crossbow of the Sea. In the hands of other creatures, it becomes a basic Trident & Crossbow of nonmagical and has no special properties.
Magic Weapons. The Ancient Sea Zaragon weapon attacks are considered magical.
Amphibious. The Ancient Sea Zaragon can breathe air and water.
Unusual Nature. The Ancient Sea Zaragon doesn't require food or drink.
Permanent Shapechanger. The Ancient Sea Zaragon can use its bonus action, once activated, has the ability to permanently assume its original (main) form. While transforming back into its original (main) form, any equipment that the Ancient Sea Zaragon was previously wearing or carrying before the transformation, becomes absorbed or borne by the new form until it reverts back. Any creature that has grappled the Ancient Sea Zaragon, will end the grappled and any creature become entangled in the ecosystem. If a creature becomes entangled, it can use an action to make a DC 15 Strength Saving Thrown or be restrained until freed. Since the Ancient Sea Zaragon transformation is a permanent shapechanger ability, if the Ancient Sea Zaragon hits 0 HP or dies, it does not revert back to its original form, only using another bonus action will end its current change.
Water Shield (1/Long Rest). The Ancient Sea Zaragon as a bonus action, can activate its Water Shield. Until the start of the Ancient Sea Zaragon next turn, it becomes surrounded and shielded by water. Once shielded by water, the Ancient Sea Zaragon becomes immune to all damage and condition types, but becomes restrained itself during this period of time.
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 as a bonus action, can activate its Blessing of the Sea. If it is reduced to 0 HP, its current HP total instead resets to 500 HP and it recharges its breath weapon. Additionally, the Ancient Sea Zaragon can now use the options in the "Mythic Action" section for 1 hour. Award to the party is granted an additional 90000XP (180000XP in total) for defeating the Ancient Sea Zaragon after its Blessing of the Sea is activated.
Multiattack. The Ancient Sea Zaragon can make one Spellcasting attack followed by three attacks: one Bolt of the Sea, and two Trident of the Sea or Crossbow of the Sea attacks.
Spellcasting. The Ancient Sea Zaragon is a level 20 Spellcaster. Its spellcasting ability is Intelligence (spell save DC 24, +16 to hit with spell attacks). While having the following Wizard, Sorcerer, Druid, 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: 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: 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: Acid, Cold, Fire, Force, Lighting, Radiant, Necrotic, Psychic, or Thunder. If the Trident is 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: Acid, Cold, Fire, Force, Lighting, Radiant, Necrotic, Psychic, or Thunder.
Breath Weapon (Recharge 5-6). The Ancient Sea Zaragon can use its breath weapon.
Steam/Fire Breath. The Ancient Sea Zaragon exhales scalding steam or Fire in a 60 ft. 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.
Permanent Shapechanger. The Ancient Sea Zaragon can magically reverts back into its original (main) form.
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.
Parry. The Ancient Sea Zaragon, once per round, can add +6 to its AC against one melee attack that would hit. To do so, the Ancient Sea Zaragon must see the attacker and be wielding a melee weapon.
Opportunity Attack. The Ancient Sea Zaragon can take one Trident of the Sea attack, 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.
Move or Attack (Costs 1 Action). The Ancient Sea Zaragon 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 takes its Trident of the Sea, and slam it into the ground, and/or magically 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.
Healing Water (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.
Booming Voice (Costs 1 Action). The Ancient Sea Zaragon lets out a loud and painfully intense sound. Each creature within a 100 ft. 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 radiate intense heat. Until the start of its 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 causes lighting charge to be temporarily surrounding itself, gaining 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
The Ancient Sea Zaragon, has two different but similar stat blocks for each of its 2 forms. These stats blocks does have the option to digitally roll the dice, as well as links to spells and conditions if needed. One stats block is for its original (main) form that is gargantuan-titan in size and the other is for its secondary (humanoid) form that is small-medium in size. Both stats blocks can be played completely individually as separate creatures or combined together when switching forms, by keeping track of the current hit points. For more information on the two stats blocks, search for the following: Ancient Sea Zaragon - Original (Main) Form & Ancient Sea Zaragon - Secondary (Humanoid) Form.
The Ancient Sea Zaragon is a type of Zaragon that has been adapted for life in or around water, or coastal environments. These creatures are among one of the most unique of any hybrid creatures of incredible and enormous size, strength, age, and abilities. Since Ancient Sea Zaragon's are among the oldest, fearsome, strong, and intelligent creatures to dwell in both the material and/or elemental planes of existence. They have also been known to be extremely brave and mighty creatures whose inherent magic that is linked to both planes of existence and their common ancestry. Not only do Ancient Sea Zaragon's inherent their magic from the elements, but also from its common kin, like many species of Zaratans, Dragons, or Dragon Turtles. But over eons the Ancient Sea Zaragon, unlike its closest relative, the Land Zaragon's, the Sea Zaragon has learned, develop, and adapted to their natural environment of the sea. This caused them to develop either webbed claws or flippers with claws for better moveability while in the water. This however, would not be the only thing that Ancient Sea Zaragon have gained over time, but with their natural and magical ability they managed to learn to cast spells by either vocalizing or thinking them. One of a main ability of all Zaragon's alike, can at will, transform themselves into a humanoid for an indefinite period of time or vise versa. This transformation can be of any humanoid race, that is of small or medium in size, however this race must of came in contact with the creature at some point in its life time.
Since its unknown how long Ancient Sea Zaragon's live for, there has been unconfirmed reports of some that have been well known in the world to have lived or are currently living several millennia-long lives. Since these creatures have long lives, so are their awake and sleep cycles, lasting decades or centuries at a time. While some Ancient Sea Zaragon's choose to live its life purely among humanoid races or in isolation in its original form. The majority tends to do both, switching back and forth as needed, usually when it becomes time to start their slumber.
While most Ancient Sea Zaragon's stay in their original form during its slumber cycle, its to make it much more difficult to find, attack, kill, or capture. Since these creatures are impossibly gargantuan in size, they tend to, over time develop entire ecosystems that grows on its mountainous shell, and all while either drifting on the warm ocean currents or resting on the shores of coastal lands.
Since most Ancient Sea Zaragon's are usually accidently discovered while in their slumber, by some ship wrecked survivors trying to make their way to an island in the distance. While the creature is in a slight drift on the surface of the ocean, their mouths are slightly open, and reflexively swallowing larger creatures and/or humanoids that adventure or explore the "cave" to closely. As soon as the survivors make it closer to the island, they see, the Ancient Sea Zaragon suddenly moves as they see this huge rock lurch forward out of the water, and as a huge eye opens on the side of what looks like a huge boulder. Now realizing that you are 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. flippers with massive claws are easily mistaken for reefs. Not only do you see both the head and flippers, but you also see a massive beaklike mouth with sharp teeth gaping open in the surf, allowing all creatures nearby becoming sucked into the mouth of the Ancient Sea Zaragon.
As most Ancient Sea Zaragon have several millennia-long lives, they have been known to be very knoweldgeable of many secrets, history, spells, 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 very dangerous or wonderful situation. Since these creatures are unpredictable and dangerous, not knowing how they will respond after being suddenly woken up. As their usual response to any injury severe enough to waken them, gets them to become aggressive, dive to the crushing black depths or if lucky actually respond. Some Ancient Sea Zaragon's have also be known to commune with other races in their life time sometimes living in coexistence or forming a symbiotic relationship, such as deep ones, sahuagin, or aboleth, to name a few.
Like their common ancestors and counterparts, Ancient Sea Zaragon's also collects treasures and knowledge from around the world. As the creature grows so does the size of their treasure hoard, as they usually keep at their hidden lair. As they start young, with sinking ships and sifting through the wreckage for coins, and/or other precious items that might be of value. The Ancient Sea Zaragon would swallow the treasure for easier transport, then it can regurgitates back up once its back in its lair. Eventually the Ancient Sea Zaragon's learn early on, that its very much easier to bribed and/or pirate any sailing sea vessels that venture into any territories of the Ancient Sea Zaragon. As other humanoid races learn very quickly 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's decision.
Lair and Lair Actions
The Ancient Sea Zaragon makes its lairs in many different locations, these locations can be in underwater caves, coral reefs, deep sea trenches, underwater volcanoes, shelf floor, along costal shorelines, isolated islands, caves, etc... The space is usually large enough that it can accommodate its massive treasure hoard that it has built up over long periods of times.
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 creatures 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.
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