Armor Class 14 Natural Armor
Hit Points 145 (20d10 + 45)
Speed 20 ft., Burrow 10 ft., Fly 5 ft.
STR
15 (+2)
DEX
12 (+1)
CON
16 (+3)
INT
7 (-2)
WIS
10 (+0)
CHA
8 (-1)
Damage Resistances Bludgeoning, Fire, Piercing
Senses Tremorsense, Passive Perception 10
Languages Can be Taught Any Language But Cant Speak
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

Rock Consumption If a small rock is within 5 ft of a Quaken, they can use one turn to devour it, upon doing so they can either roll 1d10 and regain that amount of hit points or gain +1 to their shot capacity.

Shot Limit. The Quaken has eight shot points. Once it has no points left, it must take a long rest or devour a rock to gain points back.

Stances. The Quaken can choose to switch between two stances, its offensive stance and its defensive stance. In offensive stance, the Quaken can use all normal attack rolls and can add a 1d10 die to one of its rolls each round. In defensive stance the Quakens armor increases to 17, can only roll as its walking speed, and can only attack with the actions listed in the defensive category. 

Camoflague. The Quaken has advantage on Stealth checks in rocky environments. 

Tough Scales. The Quaken takes half the damage from falling. 

Actions

Lava Spray (Costs 2 Shot Points). The Quaken exhales a 15 foot cone of lava, any creature within that range must make a DC 15 Consitution saving throw or take 26 (3d10+11) fire damage. 

Shockwave (Defensive Stance). The Quaken hurls itself in the air and smashes back into the ground releasing a shockwave in a 30ft sphere. Any creature within the area must make a DC 14 Strength saving throw or take 15 (2d10+5) thunder damage, move 15 feet back and be knocked prone, or take half as much and be sent back 5ft, not prone, on a save. On a critical fail the creature is deafened. Creatures take an extra 10 bludgeoning damage if they are within 5ft of the Quaken.

Tail Bash. Melee Weapon Attack: +13 to hit, reach 5 feet. One target. Hit: 23 (3d10+8) piercing damage.

Bite. Melee Weapon Attack. +10 to hit, reach 10 ft; one target. Hit: 23 (3d10+8) piercing damage.

 

 

Bonus Actions

Enter the description for how bonus actions work for your monster here.

Reactions

Brute Charge. If the Quaker moves at least 15 feet straight towards a creature, it has the option to perform a charge at them. The target must succeed on a DC 15 Dexterity Saving throw, taking 18 (2d12+6) force damage on a failed save and be knocked prone or half as much on a successful one. If the target is prone the Quaken can make a tail bash as a bonus.

Large Size. The dragon has a disadvantage on Dexterity rolls when dodging an object. They also have a disadvantage on Stealth checks.

 

 

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

Enter a general description for your monster here.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

AshkarEverwyrm

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