Decay Incarnate (Recharges after a Short or Long Rest). If Yelzarlo would be reduced to 0 hit points, its current hit point total instead resets to 500 hit points and it regains any expended uses of Legendary Resistance. Additionally, Yelzarlo can now use the options in the "Mythic Actions" section for 1 hour. Award a party an additional 155,000 XP (310,000 XP total) for defeating Yelzarlo, Titan of Quakes after its Break the Earth activates.
Legendary Resistance (3/Day). If Yelzarlo fails a saving throw, it can choose to succeed instead.
Magic Resistance. Yelzarlo has advantage on saving throws against spells and other magical effects.
Magical Attacks. Yelzarlo's attacks are considered magical for the purposes of overcoming resistance and immunity to nonmagical attacks and damage.
Siege Monster. Yelzarlo deals double damage to objects and structures.
Multiattack. Yelzarlo makes three attacks, one with its bite, and two with its slam. It can use its Swallow instead of its bite.
Bite. Melee Weapon Attack: +17 to hit, reach 10ft., one target. Hit: 28 (3d12+ 8) piercing damage plus 11 (3d10) necrotic damage.
Slam. Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 26 (4d8 + 8) bludgeoning damage.
Gore. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 15 (2d6 + 8) piercing damage. If Yelzarlo moved at least 10 feet straight toward the target immediately before the hit, the target takes an extra 16 (3d10) piercing damage. If the target is a creature, it must succeed on a DC 25 Strength saving throw or be pushed up to 10 feet away and knocked prone.
Tail. Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage.
Necrotic Breath (Recharge 5–6). Yelzarlo exhales a necrotic gas in a 90-foot cone. Each creature in that area must make a DC 23 Constitution saving throw, taking 67 (15d8) necrotic damage on a failed save, or half as much damage on a successful one.
Frightful Presence. Each creature of Yelzarlo’s 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 Yelzarlo 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 Yelzarlo's Frightful Presence for the next 24 hours.
Swallow. Yelzarlo 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 Yelzarlo, and it takes 56 (16d6) acid damage at the start of each of Yelzarlo’s turns.
If Yelzarlo takes 60 damage or more on a single turn from a creature inside it, Yelzarlo 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 Yelzarlo. If Yelzarlo dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 30 feet of movement, exiting prone.
Yelzarlo 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. Yelzarlo regains spent legendary actions at the start of its turn.
Attack. Yelzarlo makes one slam attack or tail attack.
Charge. Yelzarlo moves up to half its speed and uses its gore attack.
Chomp (Costs 2 Actions). Yelzarlo makes one bite attack or uses its Swallow.
If Yelzarlo's Decay Incarnate trait has activated in the last hour, it can use the options below as legendary actions.
Spread Decay (Costs 2 Actions). Yelzarlo emits a wave of necrotic energy in a way 50 foot radius around itself. Each creature within this area must make a DC 23 Constitution saving throw and take 39 (7d10) necrotic damage, or half as much on a successful save. If a nonmagical plant that isn't a creature, such as a tree or shrub, is within this area, it doesn't make a saving throw; it simply withers and dies.
Siphon Life (Costs 3 Actions). Yelzarlo emits a wave of necrotic energy in a way 50 foot radius around itself. Each creature within this area must make a DC 23 Constitution saving throw and take 23 (4d8+5) necrotic damage, or half as much on a successful save. Yelzarlo regains an amount of HP equal to the amount of necrotic damage given.
Description
Yerzarlo is a hulking mass of muscle and bone. It walks around like a primate, on two huge, muscular arms but two smaller, hooved back legs like a goat. Its hands consist of three thick fingers and a thumb curled into a fist that leaves deep grooves in the earth. A thick tail swings behind as it walks as its body radiates lethargy. Small bone-like protrusions appear all over Yerzarlo's body- down its spine and tail, its forearms, its elbows and ankles, and all over its chest and back randomly. Its greenish gray skin is taught over its frame like it was stretched to fit, looking like it has torn in some places, revealing muscles of a similar color. Yerzarlo's head is that of a large deer skull, large antlers that have flesh hanging off of them, yellowish white bone, pure black eye sockets that have a glowing ball of red that act as pupils, and lightly open jaw that has a dark green smoke pouring out of it.
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