Acidic Mud. A creature that starts its turn in mud created by the almudron takes 7 (2d6) acid damage.
Create Mud (1/round). When the almudron makes a weapon attack with its tail, it causes one of the following effects based on the attack used:
- Tail. Mud travels across the ground in a 30-foot cone behind the target. Each creature on the ground must succeed on a DC 18 Strength saving throw or be pulled to the end of the cone, sink into the mud and be restrained.
- Tail Slam. Mud fills each space in a 5-foot radius around the target. The radius is increased to 10-feet when it makes the attack while holding the giant mudball.
- Tail Slap. Mud fills each space across the ground in a 60-foot line that is 5-feet wide behind one of the targets. Each creature on the ground must succeed on a DC 18 Strength saving throw or sink into the mud and be restrained.
Muddy. The almudron can create mud with many of its attacks. The area affected by its mud is muddy enough that creatures can sink into it. Each foot that a creature moves through the mud costs 4 feet of movement. A creature that starts its turn, or moves into the area for the first time on a turn must make a DC 18 Strength saving throw or sink into the mud and be restrained. A restrained creature can use an action to end the restrained condition on itself by pulling itself free of the mud. The mud remains in the spaces it fills for 1 hour, or until a creature leaves the space filled with mud.
Standing Leap. The almudron's long jump is up to 40 feet and its high jump is up to 20 feet, without a running start. In addition, the almudron does not incur opportunity attacks while moving with a jump.
Multiattack. The almudron uses Mud Artillery; then it makes one Tail attack or two Claw attacks.
Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 5) slashing damage.
Tail. Melee Weapon Attack. +10 to hit, reach 15 ft., one target. Hit: 18 (3d8 + 5) bludgeoning damage or 32 (6d8 + 5) bludgeoning damage while holding the giant mudball.
Tail Slap. Melee Weapon Attack. +10 to hit, reach 15 ft., two targets within 10 feet of each other. Hit: 14 (2d8 + 5) bludgeoning damage or 23 (4d8 + 5) bludgeoning damage while holding the giant mudball.
Mud Artillery. The almudron launches three mud globules into the air. Choose up to three creatures that are at least 10 feet away from it, but no further than 120 feet from it. Each creature must make a DC 18 Dexterity saving throw, taking 7 (2d6) bludgeoning damage and be restrained by the mud on a failed save or half as much damage, and is pushed 5 feet into an unoccupied space of the creature's choice on a successful one. If no unoccupied space is within range, the creature automatically fails its saving throw. If three creatures are not chosen, the remaining globules land in unoccupied spaces.
Mold Giant Mudball (Recharges after a Short or Long Rest). The almudron molds a gigantic mudball that it holds in its tail 15 feet above the ground. The mudball can be attacked and destroyed AC 10; hp 40; vulnerability to fire damage; immunity to acid, poison, and psychic damage). While holding the mudball, the almudron doubles its damage dice on Strength-based tail attacks (included in the attacks), and creatures hit by its tail slam attack must succeed on a DC 18 Constitution saving throw or be stunned until the end of its next turn. If the almduron lacks the mud to form the ball, it is able to melt the ground with its acid to create the mud needed.
Mud Pillars (Recharges after a Long Rest). When the almudron is reduced below half of its maximum hit points, it can move up to its burrow speed away from its location without provoking opportunity attacks. It then causes twelve mud pillars to rise up from the ground in a 40-foot radius around it. Each pillar lasts for 1 minute and fills a 10-foot-square that is 20-feet tall and must be placed at least 5 feet away from another pillar and the almudron. Creatures in the pillar's space when it rises up remain a top of them. When a creature ends its turn on a mud pillar, it sinks 1d4 feet into it.
The almudron 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 almudron regains spent legendary actions at the start of its turn.
Jump. The almudron jumps up to 40 feet away.
Tail Slam (Costs 2 Actions). Melee Weapon Attack. +10 to hit, reach 15 ft., one target. Hit: 23 (4d8 + 5) bludgeoning damage or 41 (8d8 + 5) bludgeoning damage while holding the giant mudball.
Wallow (Costs 3 Actions). The almudron spins in a circle causing mud to fill the area in a 15-foot radius around it.
Description
Almudron is a massive Leviathan found in bogged areas. Both the dorsal side of its body and its legs are covered by a gray-colored shell with some darker highlights. The shell forms two ridges on its neck reminiscent of Lagiacrus's hood. Four more of these ridges adorn the body, running right to the tip of its tail. Almudron has scaly skin ranging in color from gray to creamy yellow to pinkish red. Its underbelly is covered in wide, pinkish scales. Almudron's head features some mammalian-like traits, sporting a short snout, a pair of red eyes, and several whisker-like tendrils. Similar to Mizutsune, it has massive, curved claws on its front legs, which have five digits, while the claws on the hind legs are smaller. The most prominent trait of Almudron is its massive tail that spans about half of the Leviathan's entire length. At the end of the tail are several feather-like appendages that it can utilize for attacking foes with mud.
Almudron is said to normally live deep in mountains. However, maybe due to the influence of the Rampage, it has been approaching human settlements and attacking hunters as of late.
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