Gargantuan Dragon, Chaotic Evil
Armor Class 25
Hit Points 350 (33d20 + 4)
Speed 150 ft.
STR
29 (+9)
DEX
11 (+0)
CON
19 (+4)
INT
27 (+8)
WIS
29 (+9)
CHA
19 (+4)
Saving Throws STR +16
Skills Intimidation +11
Damage Immunities Poison
Senses Darkvision 450ft, Passive Perception 20
Languages Deep Speech, Draconic
Challenge 22 (41,000 XP)
Proficiency Bonus +7
Traits

Poison Skin. When attacked with any part of bare skin the player gets the poison affect for 1 minute and receives a disadvantage on medicine checks for 2 minutes.

 

Actions

Submerge. Bashmu submerges into the sea, and is immune to melee attacks for the duration of being submerged. Lasts for 1 min. Cool down of 30 min.

Bite.Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 18 (2d10 + 7) piercing damage, player must make a DC 11 Dexterity saving throw to be poisoned on a fail, or not on a successful on.

Poison Spit. Bashmu spits poison with a range of 40ft. The creature that it aims for must make a DC 14 Dexterity saving throw, taking 4d6 force damage on a failed save and is poisoned for 2 minutes, or half as much damage and no poison effect on a successful one.

Aqua Spray. Bashmu exhales water in a 60-foot line that is 10 feet wide. Each creature in that line must make a DC 17 Dexterity saving throw, taking 2d10 force damage on a failed save, or no damage on a successful one.

Bonus Actions

Bashmu can use his bonus action to dash.

Legendary Actions

Mind Reset (Costs 1 Actions). Able to restart his turn.

Mythic Actions

Wrapped (Costs 2 Actions). When wrapped the player receives the paralyzation effect and must make a DC 14 Constitution saving throw to get out for every turn they are paralyzed they receive 1d8 poison damage. 

Description

A red, blue, and purple horned sea serpent. Hailing from the dark spirits of the Dark Continent.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

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

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Habitat: CoastalUnderwater

Elgusa97

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