Huge Dragon, Neutral Good
Armor Class 21 Natural Armour
Hit Points 143 (13d12 + 52)
Speed 45 ft., Burrow 100 ft.
STR
24 (+7)
DEX
14 (+2)
CON
19 (+4)
INT
9 (-1)
WIS
16 (+3)
CHA
7 (-2)
Saving Throws STR +12, DEX +7, CON +9, WIS +8
Skills Athletics +17, Intimidation +8, Perception +8, Survival +8
Damage Resistances Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Adamantine
Damage Immunities Poison
Condition Immunities Charmed, Frightened, Poisoned
Senses Darkvision 120ft, Tremorsense 120ft, Passive Perception 18
Languages Can Understand Basic Common, Gets Confused Easily to Long Sentences, Can Sorta Speak Broken Draconic. Speaks and Understands Viatic
Challenge 13 (10,000 XP)
Proficiency Bonus +5
Traits

Bond Strength: 20

Expertise: Chomper has Expertise in Athletics and Intimadation

On The Lookout: Chomper is comfortable at sharing information about what it notices. While within 10 feet of Chomper, you can add a +2 to your perception check if they are helping in addition to any other bonuses granted by a Help Action.

Sharing is Caring: Every so often Chomper can find food, fresh water or even something of value that they can carry.

Interesting Alliance: While within 10ft of Chomper, you can use them to give you a +2 Bonus on a Persuation Check aganist a Creature with the same alignment has Chomper or of Neutral Alignment.

Small Sentinel: When taking a long rest, Chomper can take a shift, when they do, they gain expertise in perception when rolling the perception check to keep watch.

Toughened Hide: Chomper's body has grown more resistant to attacks. They gain a +2 bonus to AC

Helping Hand: Chomper cares enough about you to help in troubling times. Once per short or long rest, they can use a bonus action to grant you an additional d8 on an attack roll or ability check.

A Neat Trick - You’ve spent enough time with your companion to teach them a combat trick. As a bonus action, your companion can perform one of the following actions: Dash, or Dodge.

Friends Till the End - Your bond with your companion is as strong as it gets. They feel as though you are a part of them, and would do anything within their power to protect you. When you are about to take lethal damage, and you are within range of your companion’s movement speed, it will instantly dash to you and become the target of the attack. If the attack targets an area rather than an individual, you both take half of the damage instead.

Legendary Resistances (Bond Boon) - Chomper has recently met his father and has realised the true power within himself, he now has 2 Legendary Resistances which he can use to succeed on a Failed Saving Throw. Once both Legendary Resistances are used parts of his outer shell become soft, until The Resistances return Chompers AC is reduced by 2 and He cannot use his Tough Shell Ability. Legendary Resistances are Refreshed after a Long Rest.

Mental Strain. Chomper has been experiencing life in The Barrens and they arn't suited for it, thier Charisma Score has Dropped by 3 Permanetly.

Adapt or Fall. Chomper is Loyal and Loves Axel, they will do anything to try and stay alive. Chomper has started to adapt to their surrondings sensing that if they don't do something soon they might not make it through till next week. Chompers Stats have increased. Chomper is now considered to having the Steadfast Feat.

Steadfast. Thanks to your experience, faith, or selfconfidence, you are able to overcome ordeals that would break a weaker mind. You have advantage on saving throws against attempts to charm or frighten you, and against effects that might result in madness or corruption.

Attunement. Chomper gains 3 Attunement Slots, these slots can only be used for a wondrous item or a piece of altered armour. Chomper cannot equip or attune to a shield or weapon. The Maximum Quality of the item can be up to Legendary.

Accidental Permanent Enlarge. Chomper shouldn't be allowed into an Arch Mages Home, he can get to places he's not allowed, he can eat or drink experimental things. Chomper has been enlarged, he is now considered a Large Creature.

Quick Escape: Due to Chomper's Training he lacks combat experience, this means that Chomper is going to develop his breath weapon later in life however due to the constant retreating commands and the observations he has seen on other party members, he can now disengage as a bonus action on his turn.

Clean Tunneling: With Chomper watching Axel's behaviour he has noticed that Axel likes to be Organised, so now whenever Chomper Burrows he collapses the space he has travelled through (excluding the space he occupies) as he doesn't want to make a mess.

Bulked Up Boon. Chomper's Stat's and Hit Dice Have Increased, in addition he gains the following changes: 

Features
Chomper gains a +1 bonus to his attack and damage rolls (His attacks are now Magical)
Chompers Carry Capacity is Doubled
Chomper has advantage on Strength Checks and Saving Throws

Actions

Multiattack Feature. Chomper can either make 1 Horn then 1 Claw Attack, or Chomper can make 2 Claw Attacks, or Chomper can use his Bite Attack then a Claw Attack on a Different Creature.

Bite. Melee Weapon Attack: +13 to hit, reach 5 ft., [3d8+8] piercing damage. 

Horn. Melee Weapon Attack: +13 to hit, reach 10 ft., [2d10+8] bludegoning damage.

Claw. Melee Weapon Attack: +13 to hit, reach 5 ft., [5d4+8] piercing damage.

Charge. Melee Weapon Attack: +13 to hit, [4d12+8] bludegoning damage. Chomper Charges at a creature that is within his movement range. He must move in a Straight Line Towards the target. On a Hit they take the damage above and are pushed 10ft away from Chomper.

Gulp. Chomper makes one bite attack against a Large or smaller creature. If the attack hits, Chomper can instead Swallow the target. While swallowed, the creature is blinded and restrained, benefits from full cover and takes 10d6 acid damage at the start of each of it's turns. Chomper cannot bite another creature while it has a creature swallowed.

If Chomper takes 30 or more damage from the swallowed creature on thier turn or is grappled by someone else it regurgitates the creature, which falls prone 5ft in front of Chomper.

Bonus Actions

Helping Hand: (See Features)

Quick Escape: Chomper Disengages and moves up to half his burrow speed.

Reactions

Tough Shell. When Chomper is takes damage he can use his reaction to roll 12d8 and reduce the damage by the amount rolled.

Protect. When an ally is hit by an attack, Chomper can use his charge ability on that ally. On a Hit they do the Charge Feature as normal. The Hostile attack that hit the ally then turns into a miss, no matter on the roll made aganist them.

 

Description

Chomper is thought to of been a diminutive variant of the most fearsome of monsters, the Tarrasque. Small enough to hold on a leash, and occasionally receptive to being scratched behind the ears, it is nonetheless an engine of destruction.

Although most see this creature as a Tarrasque it is in actual fact a creature known as a Siege Dragon, both look very similar to one another however 1 is a myth, a legend, a good doggo. While the Siege Dragon is a Menace and a City Destoryer if not properly trained

Lair and Lair Actions

Lair Actions (Emberspine Estate)

On initiative count 20 (losing ties), Chomper can use one of the following lair actions. He can’t use the same effect two rounds in a row:

"Oops, My Bad!" Wall Smash

Chomper slams into a wall—accidentally or not—sending debris flying everywhere. A 10-foot section of wall collapses, and the estate immediately starts repairing it, with bricks magically flying back into place over the next round. Creatures within 10 feet of the wall must make a DC 15 Dexterity saving throw or take 3d6 bludgeoning damage and be knocked prone. On a success, they dodge the debris but still get coated in dust, giving them disadvantage on their next attack roll or perception check ("Ugh, Chomper!").

Structural Grudge Stomp

Chomper throws a tantrum, stomping the ground so hard that the entire estate groans in protest. Creatures on the ground within 30 feet must succeed on a DC 15 Dexterity saving throw or be knocked prone. Loose objects in the room—like picture frames, silverware, and training gear—rattle off surfaces and scatter across the floor, making the area difficult terrain until the estate sweeps everything back into place at the start of the next round. The repair process is comically loud, with grumpy groans and muttering sounds emanating from the walls ("Really, Chomper? AGAIN?!").

Salt Avalanche!"

Chomper excitedly knocks over an entire reserve of salt barrels hidden in the estate, sending a wave of loose salt cascading across the battlefield. Creatures in a 15-foot cone must make a DC 15 Dexterity saving throw or be buried in salt, taking 2d6 bludgeoning damage and becoming blinded until the end of their next turn as they struggle to clear their eyes.

The area is now coated in salt, becoming slippery terrain. Any creature (except Chomper) that moves through it must succeed on a DC 15 Dexterity saving throw or fall prone. Meanwhile, Chomper happily licks the salt-covered floor, regaining 10 hit points (because he loves salt).

Regional Effects (Garden of Emberspine Estate)

The garden is a reflection of Chomper's personality, filled with teenage antics and a love for chaos. While in the garden, the following effects occur:

“Salt Shrubbery”

Many of the garden's bushes and hedges are mysteriously dusted with salt. Any creature that eats or touches a plant here feels an overwhelming thirst for water and must succeed on a DC 15 Constitution saving throw or become parched, reducing their movement speed by 10 feet for 1 hour due to dry mouth. Chomper regularly snacks on the salty leaves, leaving gnawed plants everywhere.

“Trebuchet Tulips”

Certain flower beds have been repurposed into makeshift siege weapon traps. If anyone disturbs them—whether intentionally or accidentally—the flowers launch dirt clumps and small rocks at high speed. Any creature within 10 feet of a triggered flower bed must make a DC 15 Dexterity saving throw or take 1d4 bludgeoning damage and be pelted with dirt. Chomper finds this hilarious and loves watching intruders get "attacked by flowers."

“Tail-Sculpted Topiary”

The garden's hedges are carved into bizarre, asymmetrical shapes, all done by Chomper’s careless tail swipes. Creatures that attempt to hide or move stealthily through the garden must succeed on a DC 15 Wisdom (Perception) check or get disoriented by the chaotic shapes, stumbling into loud crunching gravel or knocking over a garden feature. Any failed stealth attempt triggers Chomper’s favorite "alarm system"—a nearby flock of squawking chickens.

“Mysterious Hole Digs”

Chomper has a habit of digging shallow pits around the garden for “fun.” These pits are poorly concealed with grass and dirt. Any creature that moves across the garden has a 25% chance each turn of stepping into one of Chomper’s pits, falling prone and taking 1d6 bludgeoning damage. Chomper sometimes hides snacks in these holes, and creatures that fall in may find a random salty treat (1 in 6 chance).

Previous Versions

Name Date Modified Views Adds Version Actions
4/14/2023 7:46:17 AM
39
1
1
Coming Soon
8/23/2023 3:22:59 PM
117
1
2
Coming Soon
1/8/2025 4:23:44 PM
159
1
3
Coming Soon

Habitat: HillMountainSwampUnderdark

Tathdrin

Comments

Posts Quoted:
Reply
Clear All Quotes