Huge Monstrosity (Half-Dragon), Chaotic Neutral
Armor Class 18
Hit Points 360 (30d12)
Speed 50 ft., Climb 50 ft., Burrow 50 ft.
STR
26 (+8)
DEX
24 (+7)
CON
20 (+5)
INT
30 (+10)
WIS
24 (+7)
CHA
24 (+7)
Saving Throws INT +16, WIS +13, CHA +13
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Psychic
Condition Immunities Charmed, Frightened, Prone
Senses Darkvision Up to 120ft., Passive Perception 18
Languages Draconic, Telepathy Up to 1000ft.
Challenge 18 (20,000 XP)
Proficiency Bonus +6
Traits

Legendary Resistance (3/Day). If the Cape Crawler Leviathan would fail a saving throw it can choose to succeed .

Multiple Minds. The Cape Crawler Leviathan has advantage on charisma and wisdom saving throws.

Glide. The Leviathan can glide to a suitable landing point up to 500ft away from it as long as long as it is elevated at least 20ft above the landing point. 

 

 

Actions

Multi-attack. The Leviathan uses it's Crawler Mine, then makes three attacks. One bite and two Arcane Scarabs.

Bite. Melee Weapon Attack +8 to hit, reach 15ft., 1 target. Hit: (1d12 + 8) Piercing Damage plus (1d12)(Magic Damage).

Arcane Scarab. Ranged Spell Attack: +10 to hit, reach 120 ft., 1 target. Hit: (2d10 + 10) Force damage. Targets hit are pushed back 10ft regardless of size.

Arcane Thread. The Leviathan fans out it's cape and fires off Three of the following magic threads at random (reroll duplicates), Choosing one to Three targets it can see within 200ft of it. Thread AC10, Hitpoints 10, automatically breaks upon leaving max range.

1. Pink Charm Thread. The target creature must succeed on a DC16 wisdom saving throw or become charmed by the Leviathan until the thread is severed or until the Leviathan harms the creature.

2. Green Leech Thread. The target creature must succeed on a DC 16 constitution saving throw or have 10 Hitpoints drained by the Leviathan at the start of the creature's turn.

3. Grey Crippling Thread. The target must make succeed on a DC16 strength saving throw or have their move speed halved until the thread is broken.

4. Decomposing Black Thread. The target must Succeed on a DC16 dexterity saving throw or suffer 10 necrotic damage at the start of each of the creature's turns until the thread is broken. If this damage would reduce a creature's hitpoints to 0 the creature's body is destroyed becoming a pile of black mush that can be consumed by the wildlife or used to fertilize plants.

 

Crawler Mine. The Leviathan makes magic symbols using it's antennas and creates an invisible magic trap on a unoccupied surface up to 120ft away it can see, it lasts until activated. If a enemy touches the trap an centipede made of arcane energy manifests out of the glyph wrapping itself around the target and shocking it. The target must succeed a DC18 wisdom saving throw or become restrained by the trap. If failed the target will take (2d8 + 10) lightning damage. The target is unrestrained on it's next turn as the spell fades away.

Breath Weapon (Recharge 3-4). The Cape Crawler Leviathan uses one of the following breath weapons.

Insectoid's Flame. The Leviathan draws forth it's inherited power causing the spines on its back to glow from it's tail to it's head imbued with the color of the element, then releases it's flame in a bellowing 40ft cone. All creatures in the area must make a DC 18 dexterity saving throw or suffer (12d8)(Fire, Acid, Lightning, Cold, or Necrotic) damage. Half on a success.

Dragonetic Webbing. The Leviathan squeezes large altered glands in its mouth and sends out a stream of layered webbing from it's mouth in a 120ft line. Creatures in the line must succeed a DC20 dexterity saving throw or get pushed to the maximum distance or until hitting a surface and become encased in webbing requiring a DC16 strength saving throw to escape.

Bonus Actions

Thread the Needle (5/day). The Leviathan can fire off one Arcane Thread.

Legendary Actions

The Leviathan can make 3 legendary actions, choosing from one of the following below. Only one legendary action can be used at a time either at the beginning or end of another creature's turn. The Leviathan regains spent at the start of it's turn.

Scarab Swarm. The Leviathan Fires off duel Arcane Beetles at one target.

Cloaking Carapace. At the cost of 2 legendary actions the Leviathan goes under the spell of invisibility and can move up to 60ft.

Shed Skin. At the cost of 3 legendary actions the Leviathan turns invisible and teleports up to 120ft to a location it can see or remember and gain 100 move speed. (Can only use when below maximum hitpoints)

Description

Dwelling beneath abandoned draconic nesting grounds are often found these rare abnormalities in insectoid offspring. Buried beneath mounds of old nest material and pieces of dragon eggshells centipedes might find themselves laying their eggs there. Upon incubation one of these normal eggs will absorb the draconic essence becoming a rare abnormality of a creature, as it's essence becomes intertwined of that of a dragon. The whole process of of their incubation takes about (1 1/2)yrs for this egg to hatch and crawl out from beneath the rubble. Starting out small the first few weeks it's born, it'll scurry around eating smaller mammals around the vicinity it was born in. After a few weeks, due to it's draconic essence it'll grow to medium size, then to large reaching adulthood after 3 months. Some can become much larger becoming huge and even even rarely becoming gargantuan to their ancient dragon counter parts over the course of hundreds to thousands of years.These creatures become almost timeless after becoming adults, the oldest recording of one was seen to be a total of 4576 years old! Preferring to keep to themselves the Cape Crawler Leviathan will begin to renovate it's old nesting ground soon turning this borrowed home into it's own. Not inherently good nor evil it's ambition isn't grand in either way. But it does find itself rather intrigued with the fascination of life and the things it has to offer. Inevitably finding out it's common stereotype of being identified as an unknowing insectoid, it yerns to learn more but yet can't bring itself to leave it's lair. Their hoards will usually consist of mounds of well organized stacks of books and scrolls, magical and nonmagical. Their memory is almost flawless they can remember things after experiencing them down to the very smallest detail. They are friendly to multitudes of insectoid creatures and offer shelter to them throughout it's lair except it's hoard. They often have eyes and ears throughout most of the pair through their inhabitants alone and are often the way they find out more on the outside world. It accepts traded items for items from it's hoard for items it deems interesting of equal value or something containing knowledge it hasn't read yet.It's lair along with custom dug and shaped catacombs can be filled with multiple hostile insects serving as security or unique arcane traps set by the creature itself. They are often calm, collected, and witty and would prefer conversation over violence first in any case scenario unless the foresee any other reason they may need to attack other creatures first. But these creatures are not any other insect, they are practically descendants from dragons themselves. With an array of unique insectoid magic to inherited dragonic gifts, they are not to be considered push overs. After defeating one, depending on the age their greatest treasure they hold in their hoard is their grimoire of their insectoid magic they've made themselves over the course of their lifetime.

Previous Versions

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ChargedArchon

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