Gargantuan Construct (Half-Dragon), Lawful Evil
AC 17 Natural Armor    Initiative +7 (17)
HP 248 (17d20 + 78)
Speed 40 ft.
Mod Save
STR 26 +8 +19
DEX 6 -2 -2
CON 22 +6 +19
Mod Save
INT 18 +4 +16
WIS 3 -4 +11
CHA 2 -4 +9
Skills Perception +6
Immunities Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Adamantine or Silvered; Blinded, Charmed, Deafened, Frightened, Poisoned
Senses Truesight 300 ft., Passive Perception 16
Languages Draconic, Infernal, Telepathy 120 ft.
CR 22 (XP 41,000, or 50,000 in lair; PB +7)
Traits

Of The Dragons. Zoh Shia retains all of the memories of the parts of the dragons used to create it. 

Magic Shell (Crystalline Form). Zoh Shia has Advantage on saving throws against spells and other magical effects while its Crystalline armor is up. 

Shell Shattering (Crystalline Form). Zoh Shia can use some of its Amalgamted Form attacks while in its Crystalline form by taking a Legendary Action to shift either its Wingarms, Face, or Tail into its Amalgamated form. 

Amalgamation (Mythical Trait). When Zoh Shia is reduced to 0 hit points, it gains 200 hit points and enters its Amalgamated form permanently, shattering all of the wylk crystals on its body. Zoh Shia loses access to its Legendary actions upon this activating but gains access to its Mythic actions as a replacement. It also regains all of its legendary resistances, and its Resistances and Vulnerabilities change to the Amalgamated Form's. 

Form Change Effects: The effectiveness of damage is based on what the creature decides to target if Zoh Shia is showing part of its Crystalline form and part of its Amalgamated form. There is no disadvantage incurred on attack rolls targeting a specific part of the Zoh Shia (Cause it's so damn big). Zoh Shia can only be hit by Silvered or Adamantine weapons.

Crystalline Form: Vulnerabilities to: Fire, Lightning, Cold, Acid, Draconic*. Resistance to Force, Slashing, Piercing, Immunity to Radiant, Poison, and Psychic.

Amalgamated Form: Vulnerabilities to: Draconic*, Radiant, Force. Resistance to Cold, Acid, Bludgeoning, Psychic, Poison. Immunity to Fire & Lightning.

Actions

Multiattack. Zoh Shia uses its Calls of the Wyverians. It then can perform: three Wing-arm attacks or two Wylk Slam attacks when in its Crystalline form; Zoh Shia 3 Demon-arm attacks; 3 Fireball attacks; or 1 Fireball attack followed by a Rupture attack in its Amalgamation form.

Calls of the Wyverians. Zoh Shia summons the ethereal cries for help and calls of fear of the people who created it. All creatures within 300 feet of Zoh Shia must succeed a DC-19 Wisdom or Intelligence saving throw (Creature's Choice), taking 20 (3d10 + 5) Psychic damage and being frightened on a failed save or taking half as much damage and not being frightened on a successful save. On a successful save the creature is immune to the Calls of the Wyverians for 24 hours.

Tail. Zoh Shia swings its tail violently in a 45 ft. Cone behind it. All creatures in the area must make a DC-17 Dexterity saving throw, taking 22 (3d12 + 4) Bludgeoning damage plus 12 (3d12 + 4) Slashing OR Fire damage (Slashing for Crystalline form, Fire for Amalgamated form) and being knocked Prone on a failed save, or taking half as much damage and not being knocked prone on a successful save

Wing-arm (Crys. Form). Melee Attack Roll: +9, reach 15 ft. Hit: 12 (2d8 + 4) Bludgeoning damage. A Wylk Crystal also forms in front of where the Slam was intended to target unless the space is already occupied.

Wylk Slam (Crys. Form). Zoh Shia slams its wingarms into the ground, causing an eruption of wylk out from the ground in a 15 foot radius 15 feet infront of it. All creatures in the area must make a DC-18 Dexterity saving throw, taking 47 (6d12 + 11) Force damage and being knocked Prone on a failed save, or taking half as much damage and not being knocked prone on a successful save. 6 Wylk Crystals form at the corners of the radius. 

Demon-arm (Amal. Form). Melee Attack Roll: +12, reach 20 ft. Hit: 16 (3d8 + 4) Bludgeoning damage plus 8  (2d8) Fire damage.

Fire Ball (Amal. Form). Ranged Attack Roll: +9, range 20/140 ft. Hit: 19 (3d10 + 4) Fire damage.

Rupture (Amal. Form). Zoh Shia slams its demonic arms into the ground before ripping them past the ground. This creates so much friction that an explosion of fire occurs out from the ground in a 15 foot radius 15 feet infront of it. All creatures in the area must make a DC-18 Dexterity saving throw, taking 47 (6d12 + 11) Fire damage and being knocked Prone on a failed save, or taking half as much damage and not being knocked prone on a successful save. All creatures who are outside of that radius but within 60 feet must themselves succeed a DC-14 Dexterity saving throw or take half of the damage of the attack. 

Bonus Actions

Tendrils (Amal. Form). Melee Attack Roll: +14, on Grappled creature. Hit: 14 (2d6 + 8) Bludgeoning damage. 

Reactions

Ensnare (Amal. Form). Trigger: A part of Zoh Shia in its Amalgamated form is hit by a melee attack roll by a creature within 5 feet of it. Response: Zoh Shia sends tendrils out from its body, attempting to ensnare the targetter. DC-18 Dexterity saving throw, on a hit the creature is [/condition]Grappled[condition] (Escape DC-19 Strength).

Legendary Actions

Legendary Actions: Zoh Shia has access to 3 legendary actions, which it regains at the start of its turn. At the end of another creature’s action, Zoh Shia can perform any of the following Legendary Actions:

Slither (Costs 2 Actions). Zoh Shia moves up to 60 Feet in a straight line. Any creatures it runs into it performs a Wing-arm attack on Bludgeoning damage. 

Burst (Costs 3 Actions). Zoh Shia produces a powerful force centering from itself. All creatures within 45 feet of Zoh Shia must make a DC-18 Constitution saving throw, taking 30 (4d12 + 6) Force damage, being pushed back 15 feet, and being knocked Prone on a failed save, or only taking half damage on a successful save.

Attack (Costs 1 Action). Zoh Shia makes a Tail attack.

Shift (Costs 1 Action). Zoh Shia shifts any one of its parts from the Crystalline to its Amalgamated form. 

Mythic Actions

Amalgamation (Mythical Trait). When Zoh Shia is reduced to 0 hit points, it gains 300 hit points and enters its Amalgamated form permanently, shattering all of the wylk crystals on its body. Zoh Shia loses access to its Legendary actions upon this activating but gains access to its Mythic actions as a replacement. It also regains all of its legendary resistances, and its Resistances and Vulnerabilities change around. 

Mythic Actions: Zoh Shia has access to 3 Mythic actions, which it regains at the start of its turn. At the end of another creature’s action, Zoh Shia can perform any of the following Mythic Actions:

The Artificial God's Wylk (Costs 3 Actions). Zoh Shia summons 5-14(1d10+4) Wylk Crystals placed at locations the DM chooses These wylk crystals cannot be created on a space that is already occupied or within 5 feet of eachother. 

The White God's Smite (Costs 2 Actions). Zoh Shia summons a brilliant streak of red lightning, 5 feet wide and up to 55 feet long between any two points it chooses. Any creature in the area must succeed a DC-18 Dexterity saving throw or take 68 (3d20 + 38) Lightning damage. 

The Red God's Fire (Costs 1 Action). Zoh Shia creates a massive blast of fire in a 20 foot radius at a point 15-80 feet away from it. Any creature in the area must succeed a DC-18 Dexterity saving throw or take 54 (6d12 + 18) Fire damage. 

Description

The most powerful of the Guardians created by Wyveria, Zoh Shia is an enormous dragon-shaped guardian with two gigantic wingarms. Its body is clad in a sleek, flowery armor of crystallized Wyvern Milk which protects it and stores energy. Created by the citizens of ancient Wyveria to be its savior against an unknown threat, Zoh Shia instead caused the destruction of the once-prosperous civilization before falling into slumber, absorbing the energy of the Dragontorch in a seeming attempt to evolve itself and grow more powerful. Hidden beneath its shell is its true form, a deformed black monstrosity with many horns, capable of using destructive fire and lightning attacks. 

Lair and Lair Actions

Zoh Shia's Lair

Zoh Shia's lair is at the base of the Dragontorch, or alternatively at the site at which it was created. 

Lair Actions

On initiative count 20 (losing initiative ties) after its Mythical trait has been activated, Zoh Shia takes a lair action to cause one of the following effects:

  • 10 (3d4+4) meteors begin raining down from the ceiling originates at points Zoh Shia can see within 300 feet of it. Each creature within a 5-foot radius centered on that point must make a DC 16 Dexterity saving throw, taking 16 (3d8 + 4) Fire damage on a failed save or half as much on a successful save.
  • Red lightning strikes every living creature within a 60 foot radius of Zoh Shia. Each creature in that radius must make a DC 18 Dexterity saving throw, taking 14 (2d10 + 4) Lightning damage on a failed save or half as much on a successful save.

 

Habitat: Any

TheWafflepile

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