Gargantuan Beast, Neutral Evil
Armor Class 30
Hit Points 651 (42d20 + 210)
Speed 50 ft.
STR
30 (+10)
DEX
15 (+2)
CON
20 (+5)
INT
10 (+0)
WIS
12 (+1)
CHA
11 (+0)
Damage Immunities Fire, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Frightened, Paralyzed
Senses Blindsight 120, Passive Perception 15
Languages --
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

Legendary Resistance (3/Day). If the Zillo fails a saving throw, it can choose to succeed instead.

Magic Resistance. The Zillo has advantage on saving throws against spells and other magical effects.

Reflective Carapace. Any time the Zillo is targeted by a magic missile spell, a line spell, or a spell that requires a ranged attack roll, roll a d6. On a 1 to 5, the Zillo is unaffected. On a 6, the Zillo is unaffected, and the effect is reflected back at the caster as though it originated from the Zillo, turning the caster into the target.

Siege Monster. The Zillo deals double damage to objects and structures.

Actions

Multiattack. The Zillo can use its Frightful Presence. It then makes five attacks: one with its bite, three with all three claws, and one with its tail. It can use its Swallow instead of its bite.

Bite. Melee Weapon Attack. +20 to hit, Reach 10ft., 1 target. Damage: 44 (4d12 + 20) piercing. . If the target is a creature, it is grappled (escape DC 20). Until this grapple ends, the target is restrained, and the Zillo can't bite another target

Claw. Melee Weapon Attack. +20 to hit, Reach 15ft., 1 target. Damage: 36 (4d8 + 20) bludgeoning.

Tail. Melee Weapon Attack. +20 to hit, Reach 20ft., 1 target. Damage: 32 (4d6 + 20) piercing. . If the target is a creature, it must succeed on a DC 20 Strength saving throw or be knocked prone

Frightful Presence. Each creature of the Zillo choice within 120 feet of it and aware of it must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if the Zillo is within line of sight, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the Zillo Frightful Presence for the next 24 hours.

Swallow. The Zillo makes one bite attack against a Large or smaller creature it is grappling. If the attack hits, the target takes the bite's damage, the target is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the Zillo, and it takes 56 (16d6) acid damage at the start of each of the Zillo turns. If the Zillo takes 60 damage or more on a single turn from a creature inside it, the Zillo must succeed on a DC 20 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the Zillo. If the Zillo dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 30 feet of movement, exiting prone.

Legendary Actions

The Zillo 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. They regain spent legendary actions at the start of their turn.

Attack. The Zillo makes one claw attack or tail attack.

Move. The Zillo moves up to half its speed.

Chomp (Costs 2 Actions). The Zillo makes one bite attack or uses its Swallow.

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

The Zillo Beast is a gargantuan serpent-like creature. At 97 meters tall, the Zillo Beast towers over all species and was considered at the top of its food chain. Its lengthy, whip-like tail contains eight sharp spikes, and the beast itself uniquely possessed a third arm protruding from its back. Juvenile Zillo Beasts notably lacked the third arm, which only started developing as the beast itself grew in size. The Zillo Beast has two glowing green eyes and is able to see in total darkness. It also has powerful claws and jaws that could bite through metal. It possesses a lengthy whip-like tail that was covered in enormous spikes.  Its heavy plated armor is almost invulnerable. 

Zillo Beasts feed on elemental energy but love electric energy. Upon direct contact with a powerful electric source, they will immediately begin regenerating damaged limbs and grow in size until reaching their full strength.

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.

ceo222202

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