Large Elemental, Chaotic Neutral
Armor Class 18 Natural
Hit Points 140 (16d10 + 64)
Speed 50 ft., Walk 30 ft.
STR
23 (+6)
DEX
15 (+2)
CON
19 (+4)
INT
13 (+1)
WIS
15 (+2)
CHA
20 (+5)
Saving Throws STR +10, CON +8
Skills Athletics +10, Intimidation +9, Survival +6
Damage Vulnerabilities Fire
Damage Resistances Acid
Damage Immunities Poison
Condition Immunities Deafened, Exhaustion, Petrified, Poisoned
Senses Tremorsense While digging under ground, Passive Perception 12
Languages Common, Dwarvish, Giant
Challenge 12 (8,400 XP)
Proficiency Bonus +4
Traits

Metal armor. Aggron has natural Metal armor granting him 16 + it's dexterity modifier as armor class. Each time Aggron takes at least 10 fire damage in one round, it's armor class decreases by 2, until he finishes a long rest.

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

Steel type: Aggron is Vulnerable to unarmed strikes

Mega evolution (Warning: stronger than Cr 12 with this). Gain half of max hp as temporary hit points gain Fizban's Platinum Shield (still vulnerable to fire) requiring no concentration.

Description: It's metalic spine enlarges, and with it the rest of his body, causing the top of the cave (if you are fighting in one) to collape (Dex save, Dc 10 4D8 Bludgeoning damage, or half as much on a succesful one), it's arms become steel and it's tail now looks more like a pointy iron batteringram. Spikes grow in different places on its body. It's slighty rocky body hardens and becomes shining metal.

Mega Aggrons' stats also become increased: Str: 25. Dex: 10. Con: 22. Int: 13. Wis: 15. Cha: 23

(for more info about mega evolution see Mythic actions)

Spellcasting. Aggrons spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). Aggron has following spells prepared:


at will: Harden, (Blade ward), Elemental Claw.

3/day: Roar (Fear), Metal sound.

1/day Endure (death ward).

Actions

Multiattack: Aggron can make 3 attacks, only one of which can be heavy slam.

Heavy slam: Aggron charges toward a creature within half of his max movement speed and moves the rest towards a wall or hard structure nearby. Strength/(Dexterity is also an option for the player) contest: succes:  grappled 24 (4d8 + 6) [bludgeoning] damage. While Aggron is grappling a creature this way, attacks against Aggron have advantage.

Metal Claw. Melee Weapon Attack: + 10 to hit, reach 5 ft., 1 target. Hit: 15 (2d8 + 6) [Slashing] damage. 

(takes action, and bonus action) Hyperbeam: Activates at the beginning of Aggrons next turn. 10/300 feet line, Dexterity saving throw (Dc:17) 44 (8d8 + 8) [force] damage or half as much on a succesful one.

Bonus Actions

Elemental Claws: Aggron fills his claws wit poké magic, they deal 1D4 extra fire, cold, necrotic or thunder damage, until the end of Aggrons' turn.

Harden (blade ward): Aggron hardens his metal armor using his poké magic, Aggron gain the effect of bladeward until the end of the round.

Endure (death ward): Aggron is not foolish, and if it were to feel great danger, it concentrates it's poké energy on his life, and gains the effect of death ward, making him unable to cast spells fo the duration.

Roar (fear): Aggron roars to control the battle field, causing the effects of fear.

Metal sound: Aggron creates a horrific metallic noice, by the using the combination of it's vocal cords and poké magic, this can cause a weaker creatures bones to brittle, target creature that is grappled by Aggron gain volnurablity to bludgeoning damage.

Reactions

Iron tale: If a creature would trigger an oppertunity attack within 10 feet of Aggron, or fails a dexterity saving throw, within the same range: + 10 to hit, reach 10 ft 1 target Hit  knocked prone 20 (3d8 + 6) [bludgeoning] damage.

Legendary Actions

Aggron 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. Aggron regains spent legendary actions at the start of its turn.

Heavy slam: Aggron charges toward a creature within half of his max movement speed and moves the rest towards a wall or hard structure nearby. Strength contest: succes: grappled 32 (4d12 + 6) [bludgeoning] damage (Costs 3 Actions).

Metal Claw. Melee Weapon Attack: + 10 to hit, reach 5 ft., 1 target. Hit: 15 (3d8 + 6) [Slashing] damage. (Costs 1 Action)

Dig (requires lair): (Costs 1 Actions): Aggron digs beneath the ground preparing to attack whatever is above him.

Emerge (requires lair): (Costs 2 Actions): Aggron emerges from the ground possibly grappling the creature (if any) on the tile Aggron emerged on and dealing 19 (2d12 + 6), if that creature fails a dexterity saving throw (Dc: 17). All creatures within 15 feet of the tile of emergance must succed a dexterity saving throw (Dc: 17) or be knocked prone.

Mythic Actions

While Aggron is in mega form, he becomes a mythic creature.

All Mega Aggrons' attacks are magical

Elemental claw increases to 1D10

It's Size increases to Huge (no change to max HP)

Lair actions do an additional 2D8 damage each

It's walking speed decreases from 30 to 25

Tail Swipe (Costs 2 Actions). Mega Aggron swipes his giant Steel tail. All creatures within a 15 foot radius must succed a Dexterity saving throw (Dc 15), or take 27 (4D10 + 5) [Magical bludgeoning] damage.

Mega Beam: (Recharge 5-6) (Costs 2 Actions). Aggron can make 1 of 3 beams using this Mythic action, they are all 10/300 lines

Hyper beam: Mega Aggron shoots out a giant energy beam: Dexterity saving throw (Dc:15), 44 (8d8 + 8) [force] damage or half as much on a succesful one.

Solar beam: Charges with sunlight from above (if not avaliable, this move is unusable) first shooting on it's next turn, while using this move Aggron can rotate 90 degrees. Mega Aggron forces all creatures within range to make a Constitution saving throw (Dc 15) taking 55 (10D10) [fire] damage, or half as much on a succesful one.

Ice beam: Mega Aggron cools his throat down, and does hyperbeam, but it's freezing cold! And cold energy hurts less! All creatures within range are forced to make a Dexterity saving throw (Dc 15), taking 27 (6D6 + 6) [Cold] damage and get their movement speed halved, or not and take half damage on a succesful one.

 Note: AC stays the same, because of Fizban's Platinum Shield. It gives halfcover, and halfcover gives + 2 Ac, which is the same amount it lost from 15 to 10 Dexterity.

Description

A large Metallic, armored, psuedo lizard stomping around and digging in mountainrock for minerals and bedrock to eat. Aggron will almost kill anything trespassing it's territory

Lair and Lair Actions

A large cave (about 50 X 150 feet) whithin in the Greatest of mountains, Aggron feeds on the bedrock below and therefore, the mountain is filled with large Agrron sized holes, where he ate.

It is often very dark in Aggrons' lair, only aluminated by the magical minerals, created by Aggron's pokemagic, and the occasional dug hole with sunlight.

An Aggron encountered in it's lair has a challenge ratting of 14 (11,500 XP) note: The reason i think Aggron increases by 2 tiers of challenge ratting with it's lair, is that his attacks are based on being close to walls and most creatures can outrun it if Aggron is on open land. Aggron can damage much more consistantly within his lair, and i think it's enough that he increases by 2 tiers of cr.

Lair Actions

On initiative count 20 (losing initiative ties), Aggron takes a lair action to cause one of the following effects; Aggron can’t use the same effect two rounds in a row:

 

  • Earthquake: All creatures, within Aggrons' lair, exept Aggron, must succed a dexterity saving throw (Dc 13), or be knock prone.
  • Rock tomb: A target creature must succed a strength saving throw (Dc 15), or take 22 (5d8) [bludgeoning] damage and be restrained by rocks, the target can repeat the saving throw to escape restrainment as an action on their turn, on a succesful first save you take no damage and don't become restrained. The rock tomb has
  • Rock slide: All creatures in a 15 foot circle must succed a dexterity saving throw (Dc: 13) or take: 18 (3d8) [bludgeoning] damage, or half as much on a succesful one.

Regional Effects

The Mountain containing a legendary Aggron’s lair is filled with the poké magic of a steel type, which creates one or more of the following effects:

  • Incredebly rare and interesting minerals form frequently.
  • The mountain slowly sinks into the earths' crust at about 1 meters a month.

If Aggron dies, these effects fade over the course of 2d4 days.

Previous Versions

Name Date Modified Views Adds Version Actions
11/12/2023 11:57:59 AM
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Monster Tags: Elemental

Habitat: Mountain

thekingofnuggtes

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