Transform: The Warlock of Quetzalcoatl can transform into a dragon like beast under extreme emotional distress or threat of death. The transformation will last 30 seconds. However, the user must make a secret 1d100. Based on the DMs discretion a bad DC check could lead to Berserking. Upon becoming berserk the Agent of Quetzacoatl will attack any creature closest to it. Furthermore the transformation will not end until he is half health. Then if he is over the 30 second timer the transformation will revert.
Siege Monster. Agent of Quetzalcoatl deals double damage to objects and structures.
Feed on the Weak: Agent of Quetzalcoatl can use an action to consume a medium corpse to regenerate 40 hp. Small corpses regenerate 15 hp. Large corpses take a Movement, Bonus Action, and Action to consume regenerating 100 hp.
Multiattack. The tarrasque can use its Frightful Presence. It then makes four attacks: one with its bite, two with its claws one with its tail, It can use its acid spit instead of its bite.
Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 18(2d12 + 7) piercing damage. If the target is a creature, it is poisoned
Claw. Melee Weapon Attack: +11 to hit, reach 10ft., one target. Hit: 14(2d8 + 7) slashing damage.
Tail. Melee Weapon Attack: +11 to hit, reach 15ft., one target. Hit: 24 (2d6 + 7) bludgeoning damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be knocked prone.
Frightful Presence. Each creature of the Agent of Quetzalcoatl choice within 120 feet of it and aware of it must succeed on a DC 15 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 Agent of Quetzalcoatl 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 Agent of Quetzalcoatl ’s Frightful Presence for the next 24 hours.
Acid Spit (Recharge 5–6). The Agent of Quetzalcoatl spits acid in a 30-foot cone. Each creature in that cone must make a DC 16 Dexterity saving throw, taking 46 (8d8) acid damage on a failed save, or half as much damage on a successful one.
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