Gargantuan Beast, Unaligned
AC 20 (natural armor)    Initiative +0 (10)
HP 256 (19d20 + 57)
Speed 50 ft.
Mod Save
STR 22 +6 +6
DEX 10 +0 +0
CON 17 +3 +8
Mod Save
INT 9 −1 −1
WIS 12 +1 +6
CHA 10 +0 +0
Skills Perception +4
Resistances Bludgeoning, Fire
Senses Passive Perception 14
Languages None
CR 16 (XP 15,000, or 15,000 in lair; PB +5)
Traits

Amphibious. The geochelone can breathe both air and water.

Shelled Fortitude. Whenever a creature deals 20 damage or less to the geochelone, the geochelone takes no damage instead.

Actions

Multiattack. The geochelone makes one Snap attack and two Stomp attacks.

Snap. Melee Attack Roll: +11, reach 15 ft. Hit: 19 (2d12 + 6) Piercing damage, and the target is Grappled. The geochelone can grapple one creature at a time.

Stomp. Dexterity Saving Throw: DC 19, each creature in a 10-ft. Emanation. Failure: 15 (2d8 + 6) Thunder damage.

Dust Storm (Recharge 5-6). Constitution Saving Throw: DC 16, each creature in a 15-ft. Emanation. 42 (12d6) Bludgeoning damage, and the target is moved 20 feet clockwise from where it started. Success: Half damage.

Bonus Actions

Swallow. Strength Saving Throw: DC 19, one creature the geochelone has Grappled (it can have 3 creatures swallowed at a time). Failure: The target is swallowed, and the Grappled ends. While swallowed, the creature is Blinded and Restrained, can't teleport, has total cover against attacks and other effects outside the geochelone, and it takes 14 (4d6) Acid damage at the start of each of the geochelone’s turns.

If the geochelone takes 30 damage or more on a single turn from a creature inside it, the geochelone must succeed on a DC 15 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall Prone in a space within 10 feet of the geochelone. If the geochelone dies, a swallowed creature is no longer Restrained and can escape from the corpse by using 30 feet of movement, exiting Prone.

Earthquake (1/Day). The geochelone casts Earthquake without spell components, using Constitution as the spellcasting ability (spell save DC 16).

Legendary Actions

Legendary Action Uses: 3. Immediately after another creature’s turn, the geochelone can expend a use to take one of the following actions. The geochelone regains all expended uses at the start of each of its turns.

Scream. Constitution Saving Throw: DC 16, each creature in a 200-ft. Cone. Failure: The target is Deafened until the end of the geochelone's next turn and falls Prone.

Crush. Dexterity Saving Throw: DC 19, each creature in a 5-ft. Emanation. Failure: 13 3d8) Bludgeoning damage, and the target is Restrained by debris until the start of the geochelone's next turn (escape DC 19). Success: Half damage, and the target is pushed 5 feet back. The geochelone must use half of its movement to stand back up, and can’t take this action again until the start of its next turn.

Lair and Lair Actions

The bellborne geochelone makes a lair on beaches or near sandy shores, preferring to hunt near water rather than risk venturing far from spawning grounds. They burrow into the sand with their flippers to deposit eggs and creature nurseries for their young, and surround themselves with quartzite and other hard stones to consume from time to time.

Lair Actions

On initiative count 20 (losing initiative ties), the geochelone takes a lair action to cause one of the following effects; the geochelone can’t use the same effect two rounds in a row:

  • The geochelone slams its foot down, dislodging the loose sand beneath one creature's feet. The creature must succeed a DC 20 Dexterity saving throw or fall into the hidden crevasse. A creature who falls into a crevasse falls 15 feet onto soft sand (taking no damage), but is Prone and Restrained by sand until the next initiative count 20. The creature must still expend all of its movement to climb out of the crevasse.
  • The geochelone burrows 30 feet below the sands of the lair, and can emerge anywhere within 30 feet of its original location. Creatures in the area where the geochelone emerges must succeed a DC 15 Wisdom (Perception) saving throw or be knocked Prone by the geochelone, and they must take their turn after the geochelone regardless of where they are in initiative order until the next initiative count 20.

Previous Versions

Name Date Modified Views Adds Version Actions
3/8/2025 6:15:00 PM
6
0
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Monster Tags: Titan

Habitat: CoastalUnderwater

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