Gargantuan Monstrosity (Dinosaur), Unaligned
Armor Class 25 (natural armor)
Hit Points 502 (32d20 + 182)
Speed 40 ft., Swim 40 ft., Climb 40 ft.
STR
30 (+10)
DEX
6 (-2)
CON
29 (+9)
INT
13 (+1)
WIS
18 (+4)
CHA
14 (+2)
Saving Throws STR +19, WIS +13, CHA +11
Skills Perception +16
Damage Resistances Acid, Bludgeoning, Cold, Lightning, Piercing, Slashing
Damage Immunities Fire, Poison, Radiant, Thunder; Bludgeoning, Piercing, and Slashing that is Nonmagical
Senses Tremorsense 300 ft., Truesight 60 ft., Passive Perception 21
Languages Druidic, Giant, Primordial
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

Amphibious. The altisaur can breathe air and water.

Anthill. The altisaur has a gargantuan anthill embedded onto its lower back. At the start of each of its turns, 10 (3d6) giant ants come out of the anthill and come to the altisaur's defence. They take their turns as a group immediately after the altisaur. The anthill has AC 22, 178 Hit points, immunity to all conditions and psychic damage, and has the same damage immunities and resistances as the altisaur. When not at maximum hit points, the anthill regains 20 (2d20) hit points at the start of each of the altisaur's turns. When reduced to 0 hit points, the hill collapses, releasing 30 (3d20) giant ants and one giant ant queen.

Bloody Beard. The altisaur has a mass of bloody thorns hanging from its neck to imitate a beard. This is a Thornblood rooted to the altisaur's neck. It is always the last creature to act each round, has a speed of 0 until the altisaur dies or its Corpse Retreat trait activates, moves with the altisaur and shares its space, and can be targeted separately from it. So long as the altisaur has this beard, all lightning damage it takes is redirected to the thronblood, and each time either of them takes lightning damage, the thornblood regains a use of its From Life, Lightning action (included in immunities).

Breath of Creation. The heavy breathing of the altisaur is imbued with its elemental essence. At the end of each of the altisaur's turns, it exhales out two essences of mist. They rolling for initiative as a group with a +9 bonus to the roll, and any new essences that form join their group initiative.

Colossal. The altisaur's space fills a 90 x 90-foot space, it can pass through and stop in the spaces of Huge or smaller creatures, and it cannot provoke or make opportunity attacks against Large or smaller creatures.

Force of Nature. All plant, beast, elemental, and monstrosity creatures within 300 ft. of the altisaur gain a +9 bonus to their attack and damage rolls, saving throws, and deal triple damage to objects and structures. Additionally, the altisaur's creature type is also treated as Elemental (it doesn't gain the bonus to its attack and damage rolls or saving throws).

Leech Seed. So long as the altisaur is on the ground, each restrained creature within 300 ft. of it takes 10 (3d6) necrotic damage at the start of each of the altisaur's turns. For every level of exhaustion a creature has, the necrotic damage increases by 3d6. The altisaur and all of its symbiotic creatures (see Symbiotic Harmony) regain hit points equal to the total necrotic damage dealt to all creatures this way divided evenly between them (rounded down).

Legendary Resistance (4/Day). If the altisaur fails a saving throw, it can choose to succeed, instead.

Magic Resistance. The altisaur has advantage on saving throws against spells and other magical effects.

Regeneration. The altisaur regains 35 hit points at the start of each of its turns if it isn't incapacitated. If it takes necrotic or psychic damage, the altisaur only regains 10 hit points at the start of its next turn.

Storm Crown. The storm clouds surrounding the altisaur's head is actually an Oracle of Storms nesting upon its brow. While the oracle is alive, whenever the Altisaur makes an attack, the oracle can use its reaction to use its Tempest Bolt against the same target.

Sunlight Spines. The altisaur has three Large crystalline spines running down its tail. Each of these spines are Sunlight Nexuses rooted into the altisaur's tail base. They act immediately before the altisaur as a group, have a speed of 0 until the altisaur dies, move with the altisaur and share its space, and can be targeted separately from it. So long as the altisaur has these spines, it is immune to radiant damage, instead regaining hit points equal to any radiant damage it takes (included in immunities).

Symbiotic Harmony. After the altisaur takes a long rest, all creatures that are mentioned in its traits (Sunlight Spines, Bloody Beard, Anthill, Storm Crown, and Breath of Creation) are either replaced by new average specimens if the previous ones died or they regain all their hit points and gain the benefits of a long rest.

Unstoppable. Moving through difficult terrain, natural or magical, doesn’t cost the altisaur extra movement, and its speed can’t be reduced.

Actions

Multiattack. The altisaur makes two Stomp attacks, one Tusks attack, and one Tail attack. The altisaur can replace any attack for a Hampering Root attack or two attacks to use its Spawn Elemental or Cast a Spell. The altisaur can only make two attacks against the same target.

Hampering Roots. Melee Weapon Attack: +18 to hit, reach 60 ft., one target. Hit: 28 (4d8 + 10) bludgeoning damage and 10 (3d6) cold damage, and the target is grappled (escape DC 24). While grappled in this way, the target is restrained and at the start of each of the target’s turns, it must succeed on a DC 20 Constitution saving throw or suffer one level of exhaustion. The altisaur then gains temporary hit points equal to the grappled creature's CR/Level. 

Stomp. Melee Weapon Attack: +19 to hit, reach 10 ft., one target centered on the ground directly below a 30-foot-radius, 60-foot-high cylinder. Hit: 34 (7d6 + 10) bludgeoning damage and 14 (4d6) fire damage. If the target is a Huge or smaller creature, it must succeed on a DC 27 Strength saving throw or fall prone.

Any creature in the cylinder (aside the altisaur) centered on the target must succeed on a DC 27 Dexterity saving throw or take the same amount of bludgeoning damage as the target and fall prone. Until the altisaur moves, all prone creatures in that area are restrained. A creature hit by this attack or that fails the Dexterity saving throw must make a DC 16 constitution saving throw or have its Strength and Constitution scores reduced by one third of its normal score (rounded down). Once a creature's scores are reduced in this way, its scores cannot be reduced again until that creature recovers from this effect. A lesser restoration spell or similar magic has the creature recover immediately, or after it completes a short or long rest.

While restrained in this way, a creature takes 21 (6d6) bludgeoning damage and 10 (3d6) fire damage at the start of each of its turns from being crushed by a titanic super-heated foot. The creature (or another creature within 5 feet of it) can use its action to make a DC 27 Strength check. On a success, the creature relocates to an unoccupied space of its choice within 5 feet of the altisaur and is no longer restrained. Structures, as well as nonmagical objects that are neither being worn nor carried, take the same amount of damage if they are in the cylinder (no save).

Tail. Melee Weapon Attack: +19 to hit, reach 30 ft., one target. Hit: 46 (8d8 + 10) bludgeoning damage and 21 (6d6) radiant damage, and the target is pushed up to 40 (10 feet x 1d8) ft. horizontally away from the altisaur. If the target is a Huge or smaller creature, it must also succeed on a DC 27 Strength saving throw or be knocked prone. If it fails the saving throw by 7 or more, the target is also stunned until the end of its next turn.

Tusks. Melee Weapon Attack: +19 to hit, reach 60 ft., one target. Hit: 32 (4d10 + 10) piercing damage and 21 (6d6) lightning damage, and the target has disadvantage on Constitution and Strength saving throws until the end of its next turn. If the altisaur moved at least 20 feet straight toward the target immediately before the hit, the target takes an extra 5 (1d10) Piercing damage for every 10 ft. it moved and, if it is Huge or smaller, is knocked Prone.

Spellcasting. The altisaur's innate spellcasting ability is Constitution (DC 26). It can innately cast the following spells, requiring no components:

At will: control weather, earth tremor (6th level), heat metal (6th level), mold earth, stone shape, control weather, create or destroy water, shape water, water breathing

3/day each: transmute rock, wall of stonesleet storm, wall of water

2/day each: erupting earth (8th level), Immolation, tidal wave, cone of cold (8th level)

1/day each: earthquake, meteor swarm, whirlwind, tsunami

Tusk and Tail Sweep (Recharge 4-6). The altisaur sweeps its tusks across an area that is 60-foot-cone in front of it while sweeping its tail in 30-foot-cone behind it. Each creature in either area must make a DC 27 Dexterity saving throw, taking 54 (8d10 + 10) bludgeoning damage and be knocked prone on a failed save or half as much damage on a successful one and isn't knocked prone. The area of the sweeping becomes difficult terrain.

Spawn Elementals. The altisaur magically creates up to 10 (3d6) mephits or 3 Elementals each with a challenge rating of 14 or lower. The Elementals arrive at the start of the altisaur's next turn, acting as allies of the altisaur and obeying its spoken commands. The Elementals remain for 1 hour, until the altisaur dies, or until the altisaur dismisses them as a bonus action. The altisaur can have any number of Elementals under its control at one time, provided the combined total CR of the Elementals is no higher than 25.

Guardians of Verdure (2/Day). The altisaur causes three Principles of Growth to sprout from the ground in unoccupied spaces the altisaur can see within 60 feet of it. Each Principle of Growth has immunity to acid, psychic, poison, and thunder damage, and the poisoned condition. All of these elementals act as allies of the altisaur, taking their turns as a group.

Bonus Actions

Drought. The altisaur causes the weather within 5 miles of it to shift towards a warmer disposition. The temperature becomes unbearably hot, the wind becomes calm, and the clouds and precipitation clear. The burning heat causes all damage from water and cold-based spells and attacks in this area to be halved, as well as forcing all creatures without resistance or immunity to fire or radiant damage to have disadvantage on all Constitution rolls. Additionally, damage from fire and radiant-based spells and attacks in this area deal additional half damage (rounded down) and all Plant creatures gain a bonus to their Constitution, Dexterity, and Strength rolls equal to their highest ability modifier and their speed is doubled. This effect cannot be dispelled and only ends if the altisaur becomes unconscious, it chooses to end the effect, or it uses its Primordial Sea bonus action. A creature that casts control weather causes this effect to become suppressed in areas that it overlaps with the spell. 

Melody of the Ancients (Recharge 5-6). The altisaur plays a primal melody through its hollow tusks. Each creature within 300 feet of the altisaur that can hear it must succeed on a DC 27 Wisdom saving throw or be charmed until the start of the altisaur's next turn. While charmed, a creature is incapacitated, its speed is reduced to 0, elemental creatures have advantage on attack rolls against it, and deal double the damage to it.

Monsoon. The altisaur causes the weather within 5 miles of it to take a sudden turn for storms. The temperature becomes cool, the wind becomes strong, and the precipitation becomes torrential rain. The chilling rain causes all damage from fire and radiant-based spells and attacks in this area to be halved, as well as causing water-levels to rise similarly to the Flood effect of the control water spell at the start of each round. Additionally, damage from water and cold-based spells and attacks in this area deal additional half damage (rounded down) and all saving throws against taking lightning damage are made at disadvantage. This effect cannot be dispelled and only ends if the altisaur becomes unconscious, it chooses to end the effect, or it uses its Desolate Land bonus action. A creature that casts control weather causes this effect to become suppressed in areas that it overlaps with the spell. 

Shake Off. The altisaur thrashes around in an attempt to throw any object or creature that is on its body. Each hostile creature on the altisaur must make a DC 27 Strength or Dexterity saving throw (creature's choice), or be thrown, up to 80 feet, off the altisaur. If a thrown target strikes a solid surface upon landing, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown.

Reactions

Jungle Fury. When the altisaur takes 60 or more damage in a single turn, a number of creatures will jump off its back to come it the altisaur's defence. Roll a d12 twice to determine the defenders:

  1. 4d4 + 1 Giant Shambling Mound
  2. 2d4 + 3 Weeping Willows
  3. 2d4 +1 Treants
  4. 2d4 + 2 Ironscale Hydras
  5. 2d4 Titanoboas
  6. 2d6 + 2 Archdruids
  7. 1d4 Thunderbirds
  8. 3d6 Shadow scouts
  9. 3d6 + 2 Kongamatos
  10. 3d6 White Apes
  11. 2 Hierophant Medusas
  12. 2d6 Blazebears

All of these creatures use the same initiative as a group, are unhindered by difficult terrain within 300 ft. of the altisaur, and have a swimming speed equal to their walking speed.

Legendary Actions

The altisaur can take 4 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 altisaur regains spent legendary actions at the start of its turn.

March. The altisaur moves up to its speed.

Rear Up. The altisaur makes a Stomp attack.

Tusk Attack. The atlisaur makes one Tusk attack.

Charge (Costs 2 Actions). The altisaur moves up to its speed without provoking opportunity attacks, then makes two Tusk attacks or a Stomp attack.

Jungle Lord (Costs 2 Actions). The altisaur targets one elemental within 300 ft. of it with a bonus action with "Convocation" in its name. The altisaur gains both effects of that bonus action until the end of it next turn without expending a use from the elemental.

Radiance Carver (Costs 3 Actions). The altisaur absorbs the surrounding sunlight before firing it as a beam of super-heated radiant energy in a 120-foot-cone of sweeping light centered on a 300-foot line that is 15 feet wide. Each creature in the area must succeed on a DC 26 Dexterity saving throw, taking 45 (8d10) radiant damage and 45 (8d10) fire damage. If the weather is clear, the damage is doubled. If the weather is precipitating or there is no sunlight that can reach the altisaur, the damage is halved.

Thunder Hammer (Costs 3 Actions). The altisaur brings down a massive bolt of lighting on a target within 120 feet of it. The target and each creature within a 30-foot-radius, 120-foot-high cylinder centered on the ground directly below the target must succeed on a DC 26 Dexterity or Constitution saving throw (creature's choice), taking 42 (6d12) lightning damage. On a success or failure, a creature must make a DC 20 Constitution saving throw or be paralyzed until the end of its next turn. Creatures that succeeded on the initial saving throw have advantage on this saving throw. If the weather is precipitating, a creature takes maximum damage on a success or failure. If the weather is clear, a creature gains a bonus to the saving throw equal to its Proficiency Bonus.

Precipice Blades (Costs 4 Actions). The altisaur causes massive twelve spears of molten elemental earth to thrust from the ground, choosing up to twelve targets it can see within 120 feet of it that are no higher than 60 feet above the ground. No more than four spears can share a single target. Each target and creature within a 20-foot-radius, 60-foot-high cylinder centered on the ground directly below the target must succeed a DC 26 Dexterity saving throw, taking 35 (10d6) piercing damage and 35 (10d6) fire damage on a failed save, or half as much on a success. Each creature in the area of more than one spear must repeat the saving throw for each additional spear, taking additional half damage on a failed save and quarter damage on a success (rounded down). The spears remain after all creatures have made their saving throws, with AC 25, 300 hit points, immunity to psychic, fire, and nonmagical damage, and resistance to all other damage.

Origin Pulse (Costs 4 Actions). The altisaur shoots beams of primal aquatic energy from its body, choosing up to eleven targets it can see within 120 feet of it. No more than five beams can share a single target. Each target and all creatures within a 20-foot-radius of it must succeed a DC 26 Dexterity saving throw, taking 35 (10d6) force damage and 35 (10d6) cold damage on a failed save, or half as much on a success. Each creature in the area of more than one beam must repeat the saving throw for each additional beam, taking additional half damage on a failed save and quarter damage on a success (rounded down). In addition, a creature that makes this saving throw has their maximum hit point count reduced by the force damage dealt. If its maximum hit points are reduced to 0, it die.

Description

The altisaur is a titanic sauropod often likened to a walking mountain, with craggy spines, patterns of elemental energy that glow in its hide like streams of lava, and eight massive legs the size of ancient trees. It creates gullies where its tail drags along the ground. Clouds often seem to gather around its head, which can reach as high as 150 feet off the ground.

Continent Shaper Altisaurs literally reshape the earth as they travel, new forests and jungles growing behind them as they tear apart the ground as they carve canyons with beams of light and fill new oceans with relentless downpours. A sizable forest also springs to life upon their backs, creating a home for many rare and near-extinct species of animals and plants, while also providing sacred spots for druid enclaves to be more connected to the most primordial forces of the natural world. Such creatures living upon the Continent Shaper will defend their home viciously, despite knowing that the beast is no pushover and will most likely flatten any threats to it underfoot or skewer them with their newly developed tusks. These tusks are harder than diamonds and have a terrifying reach thanks to the creature's immense neck, and are surprisingly hollow. This allows the altisaur to call out to their of its kind from miles away, playing special melodies laced with primordial magic. To better protect their home, many plant and/or elemental creatures form symbiotic relationships with the altisuar, providing it food or protection in exchange for shelter to the point that the graft themselves to the titanic dinosaur's body to become part of the greater whole.


Dinosaurs

When Annam’s children first began to populate the worlds of the Material Plane, the All-Father created behemoth dinosaurs to live alongside them as companions. The primeval magic used to create the dinosaurs still thrums through their being and manifests in colorful, scar-like lines on their towering bodies. Some of these ancient dinosaurs persist in timeless jungles, hidden enclaves, and other lands untouched by the rest of the world.

McFlyDragonEye

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