Gargantuan Dragon (Titan), Any Alignment
Armor Class 24 Natural Armor
Hit Points 880 (60d20 + 250)
Speed 30 ft., Swim 80 ft.
STR
30 (+10)
DEX
15 (+2)
CON
29 (+9)
INT
27 (+8)
WIS
20 (+5)
CHA
25 (+7)
Saving Throws STR +18, CON +17, INT +16
Skills Arcana +16, History +16, Insight +13, Nature +16
Damage Resistances Acid, Cold, Fire; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks; Bludgeoning, Piercing, and Slashing from Magic Weapons
Damage Immunities Lightning, Poison, Thunder
Senses Blindsight 120 ft., Truesight 120 ft., Passive Perception 23
Languages All (Limited), Aquan (Fluent), Common (Fluent), Draconic (Fluent) and 4 additional Languages (Fluent)
Challenge 26 (90,000 XP)
Proficiency Bonus +8
Traits

Naturally Armored. The Ancient Sea Zaragon ignores any insufficient damage done to its well armored areas. Any attack that does not do a minimal of 15 (1D20+5) points of damage or more of a creature's single attack action, and/or 30 (2D20+9) points of damage or more of a creature's turn (if more than one attack action is available), becomes ignored. 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.

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 and/or creatures (small to huge in size) that lives in coexistence or as a symbiotic relationship. Any creature that does not reside in this ecosystem becomes entangled once it enters the ecosystem. If the creature becomes entangled, it can use an action to make a DC 15 Strength Saving Throw or be restrained until free. Once freed any creature still in the 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 waters surface, can have a slight drift. It's natural ecosystem acts like some sort of camouflage that gives off a false appearance that is indistinguishable from a typical island or blended piece of difficult terrain.

Siege Monster. The Ancient Sea Zaragon does double damage to objects and structures.

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 secondary (humanoid) form. This can be of any humanoid race of its choosing, usually preferring any of oceanic races first, followed any common or favorite races of a particular location. While transforming back into its secondary (humanoid) form, the ecosystem and/or any creatures that resides in this ecosystem becomes absorbed or borne by the new form until it reverts back. Any other creature in it's ecosystem, does not become absorbed or borne by the new form. However, the Ancient Sea Zaragon becomes grappled by any hostile creatures of the same size or larger once the transformation is completed. 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.

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.

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.

Actions

Multiattack. The Ancient Sea Zaragon can make one Flipper Fling or Innate Spellcasting attack followed by three attacks: one Venomous Bite or Spiked-Club Tail attack, and two Flipper with Claws or two Spitball attacks. The Ancient Sea Zaragon can replace its two attacks for an attempt to use the swallow.

Innate Spellcasting. The Ancient Sea Zaragon is an innate Spellcaster. Its innate 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 at dawn.
At Will (any level): Fire BoltChaos BoltWitch BoltLightning BoltMessage
5/Day (any level): Control WeatherControl WaterFireballPoison SprayFog CloudGuiding BoltMagic Missile
3/Day (any level): Meteor SwarmCounterspellAlter SelfPolymorph
1/Day (any level): Dispel MagicSunburst

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 it cannot bite another target. 

Swallow. The Ancient Sea Zaragon can make one more Venomous Bite attack against a huge or smaller creature that is already grappled in its mouth. If the attack hits, the target takes the damage, and is swallowed, and the grappled ends. A swallowed creature is blinded and restrained, but has total cover against all attacks and effects outside the Ancient Sea Zaragon. All swallowed creatures takes 27 (6D8)(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 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 (if more than one attack action is available). 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 creatures are no longer restrained and can escape by using 30 ft. of movement, exiting prone. However, all creatures that are swallowed are automatically regurgitated if the Ancient Sea Zaragon uses its permanent shapechanger ability or any spells that can transform its size smaller than its original. All creatures fall within 10 ft. of the Ancient Sea Zaragon fall prone.

Spiked-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.

Spitball- 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.

Breath Weapons (Recharge 5-6). . While the Ancient Sea Zaragon is in its original (main) form, it can use its breath weapon.

Steam/Fire Breath. The Ancient Sea Zaragon exhales scalding steam or Fire in a 300 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.

Bonus Actions

Permanent Shapechanger. The Ancient Sea Zaragon can magically revert back into its secondary form of any humanoid race of its choosing.

Strong Currents/Undertow or Terrain. The Ancient Sea Zaragon, 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.

Reactions

Enraged Defense. The Ancient Sea Zaragon if attacked first during the encounter or new round, all creatures within 120 ft. radius must make a DC 18 Constitution Saving Throw, taken 23 (2D12+10) Force damage on a failed, and half as much on a successful.

Opportunity Attack. The Ancient Sea Zaragon can take one Flipper with Claws attack, at any creature that moves outside of its melee range.

Legendary Actions

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 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.

Mythic Actions

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 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

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  the Ancient Sea Zaragon'smost 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 you 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 flipper, but you also see a massive beaklike mouth with sharp teeth mouth 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 know 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 by 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.

Monster Tags: TitanhumanoidElemental

Habitat: CoastalUnderwater

Murp018

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