Gargantuan Beast, Any Alignment
Armor Class 23 Natural
Hit Points 1400 (80d20 + 10)
Speed 40 ft., Burrow 30 ft.
STR
28 (+9)
DEX
16 (+3)
CON
30 (+10)
INT
5 (-3)
WIS
7 (-2)
CHA
3 (-4)
Saving Throws STR +16, CON +17, WIS +5
Damage Resistances Fire; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Passive Perception 17
Languages --
Challenge 23 (50,000 XP)
Proficiency Bonus +7
Traits

Explosive Gas. After performing a claw or tail attack, an explosive gas cloud will be released by the Bogabadarumu, centered on the body part that attack was made with. Similarly, Bogabadarumu's Frightful Presence will release a 40ft explosive gas cloud centered on it. If the tail is severed, the Bogabadarumu will be unable to release explosive gas clouds from its tail stump. The gas cloud has a 20ft radius, and will remain for 3 turns before dissapating. The Bogabadarumu can spend its bonus action to gnash its teeth in the cloud, causing a spark that detonates the gas. All targets in the cloud must make a DC 23 Dexterity save, or take 14d8 fire damage and be knocked prone on a failed save. On a successful save, the target takes half damage and isnt knocked prone. A strong wind of 20 mph or more can dispel the gas clouds.

Actions

Multiattack. The Bogabadarumu can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage 

Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.

Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage.

Frightful Presence. Each creature of the Bogabadarumu's choice that is within 120 feet of the Bogabadarumu and aware of it must succeed on a DC 14 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, 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 Bogabadarumu's Frightful Presence for the next 24 hours.

Bonus Actions

Gnash Teeth. If any explosive gas clouds are within 5 ft. upon using this action, they detonate, dealing 14d8 fire damage on a failed Dexterity save, DC 23, and knock the target prone. Half damage on a success.

Legendary Actions

The Bogabadarumu 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. The Bogabadarumu regains spent legendary actions at the start of its turn.

Detect. The Bogabadarumu makes a Wisdom (Perception) check.

Tail Attack. The Bogabadarumu makes a tail attack.

Enrage. The Bogabadarumu rears up on its hind legs and roars, entering a raging fury. All targets in a 40ft. radius must make a DC 23 Constitution save, or they are deafened for 3 turns and frightened for 3 turns. The Bogabadarumu undergoes a physical transformation, as its arms begin to swell up and turn blue. All melee attacks for 1 minute deal an extra 3d8 fire damage, and the Bogabadarumu gains advantage on strength checks and saving throws, and a resistance to bludgeoning, piercing, and slashing damage.

Mythic Actions

If the Bogabadarumu's health falls below 1/10th of its maximum, the Bogabadarumu may use the option below as a legendary action

Subterranean Detonation (Costs 2 Actions). The Bogabadarumu begins by burrowing underground. Those who succeed on a DC 16 perception check will notice a frim rumbling coming from the ground and pink mists coming up from the ground for the remainder of the round. Each creature within 100 feet of the Bogabadarumu must succeed on a DC 27 Dexterity saving throw or take 189 (20d12 + 27) bludgeoning and fire damage as the Bogabadarumu blows up the ground from underneath them. Creatures who succeed on the perception check have advantage on the Dexterity saving throw . Creatures caught in the attacks range, regardless if they succeeded the saving throw or not are flung into the air, flying 100 ft per size level the creature is (Huge creatures are flung 100 ft, Large are flung 200ft, Medium are flung 300 ft, etc.) Creatures who are also gigantic in size may roll a DC 20 strength save, and are not flung into the air on a success, and are mearly knocked prone. On a failed save, the gigantic creature is thrown 50 ft. into the air. Creatures flung into the air take fall damage upon hitting the ground, unless they have a spell or trait that can reduce fall damage or negate the fall, like fly or feather fall. Performing this attack severely exhausts the Bogabadarumu. The Bogabadarumu takes 2 points of exhastion, has disadvantage on attack rolls and damage rolls, and cannot produce any more explosive gas for 1d6 turns.

Description

Bogabadorumu have gray scales throughout their bodies with large red dorsal spines extending from their shoulders to their tails. Like some Flying Wyverns, they have large forearms with five claws each, with one on each side that is further up and curves back, narrow metallic plating lining them, and three pairs of light blue tubes with some parts exposed partially. Bogabadorumus' long tails have metallic looking plating on the sides and undersides with club-like ends that have three tubes on top that have a membrane connecting them. They have red eyes, short crocodilian-esque faces with maws full of sharp teeth, dozens of tubes running along their heads and part of their backs varying in size, with a single bit of exposed tubing on the forehead, and large dewlaps with light blue markings on them hanging from their necks.

When any of the parts are not primed to shoot any gas the tubing on those parts will be a light grey

When damaged enough Bogabadorumu will perform an attack to enter a second phase, it will create a huge obscuring gas cloud around itself before roaring and than blowing the cloud up, revealing itself in its second form. In this phase the blue on its tubes will be darker and the blue will also cover parts of its arms when those parts are prepped, the arms also now sport more tubes (six each, of varying size), the tubes also have red spines between them that turn a light green when the arms are prepared to shoot., the larger pieces of metallic looking plating lining the arms will also appear "tilted" upwards, making it look like a line of metallic spines.

 

Habitat: CoastalForest

OuroborosBroadSword

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