Huge Monstrosity, Chaotic Neutral
Armor Class 20 Natural Armor
Hit Points 325 (26d12 + 156)
Speed 60 ft., Climb 40 ft.
STR
26 (+8)
DEX
18 (+4)
CON
22 (+6)
INT
15 (+2)
WIS
18 (+4)
CHA
12 (+1)
Saving Throws STR +14, CON +12, WIS +10
Skills Athletics +14, Perception +15, Stealth +10
Damage Resistances Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Lightning, Poison
Condition Immunities Charmed, Exhaustion, Paralyzed, Petrified, Poisoned
Senses Darkvision 120 ft., Tremorsense 60 ft., Passive Perception 25
Languages Draconic, Terran
Challenge 17 (18,000 XP)
Proficiency Bonus +6
Traits

Desert Hunter. The voltorak ignores difficult terrain in arid environments and gains advantage on Stealth and Survival checks in deserts or mountainous terrain. 

Immutable Form. The voltorak can't shape-shift.

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

Legendary Resistance (3/day). When the voltorak fails a saving throw, it can choose to succeed instead. 

Electrified Form. If a creature starts its turn within 5 feet of the voltorak or hits it with a melee weapon attack. The creature takes 13 (3d8) lightning damage. 

Lightning Absorption. When the voltorak is subjected to lightning damage, it takes no damage and regains hit points equal to the lightning damage dealt. 

Gaze. The gaze of the voltorak can either paralyze or petrify its prey. The voltorak can change its gaze type outside of combat or as a legendary action.  

Paralyzing Gaze. If a creature starts its turn within 60 feet of the voltorak and the two of them can see each other. The voltorak can force the creature to make a DC 18 Constitution saving throw or be paralyzed

Petrifying Gaze. If a creature starts its turn within 60 feet of the voltorak and the two of them can see each other. The voltorak can force the creature to make a DC 18 Constitution saving throw. On a failed save, the creature magically begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success the effect ends. On a failed save the target is petrified until freed by greater restoration or similar magic. 

A creature that isn't surprised can avert its eyes to avoid the saving throw at the start of its turn. If it does so, it can't see the voltorak until the start of its next turn, when it can avert its eyes again.

If it looks at the voltorak in the meantime, it must immediately make the save.

Actions

Mutliattack. The voltorak makes three attacks: one with its bite and two tail slam attacks. The voltorak can replace one of these tail slams with a constrict attack. 

Bite. Melee Weapon Attack: + 14 to hit, reach 10 ft., one target. Hit: 24 (3d10 + 8) piercing damage plus 18 (4d8) lightning damage. 

Tail Slam. Melee Weapon Attack: + 14 to hit, reach 15 ft., one target. Hit: 19 (2d10 + 8) bludgeoning damage plus 13 (3d8) lightning damage. Target must make a DC 17 strength saving throw or be knocked prone

Constrict. Melee Weapon Attack: + 14 to hit, reach 5 ft., one large or smaller creature. Hit: 19 (2d10 + 8) bludgeoning damage plus 19 (2d10 + 8) slashing damage. The target is grappled (escape DC 20) if the voltorak isn't already constricting a creature, the creature is restrained until the grapple ends. 

Storm Surge (Recharge 6)The voltorak releases a massive burst of built-up electricity from within its body. Three arcs of lightning erupt from the voltorak's body to any three points it can see within 120 feet of it. Any creature within 10 feet of those points must make a DC 20 Dexterity saving throw or take 55 (10d10) lightning damage. Three additional arcs of lightning jump out from each of these points to any creature within 30 feet of the initial strike point. A targeted creature must make a DC 18 Dexterity saving throw or take 22 (4d10) lightning damage. 

The initial lightning strike leaves a 15-foot radius space of difficult terrain which lasts for 1 minute or until another burst of bolts is triggered. Any creature that starts its turn within the radius or moves into its space has its speed reduced to half until the end of its next turn. 

Lightning Breath (Recharge 5-6)The voltorak exhales a line of lightning that is 90 feet long and 10 feet wide. Each creature in that line must make a DC 20 Dexterity saving throw, taking 77 (14d10) lightning damage on a failed save. Or half that damage on a successful save. 

Bonus Actions

Sparking Arc (Recharge 4-6)The voltorak sweeps it tail and releases a sweeping arc of lightning in a 60-foot cone. All creatures in the cone must make a DC 18 Dexterity saving throw or take 22 (4d10) lightning damage and be stunned until the end of the voltorak's next turn. 

Legendary Actions

The voltorak has 3 legendary actions, choosing from the options below. Only one legendary action can be taken at a time and only at the end of another creature's turn. The voltorak regains all spent legendary actions at the start of its next turn. 

Coiling Strike. The voltorak makes one tail slam attack. 

Blinding Pulse (Costs 2 Actions). The hide of the voltorak flares in a blinding light. All creatures within 30 feet of the voltorak that can see it must make a DC 18 Constitution saving throw or be blinded until the end of its next turn. 

Gaze Shift (Costs 3 Actions). The voltorak switches its gaze type. 

Description

Voltorak's also known as Storm Wyrms, are native to arid planes and deserts. They are believed to be the unholy combination of two separate monstrosities, brought together by a mad coven of mages seeking to create the perfect predator. The parentage of the Voltorak is that of the Basilisk and the Behir, and its appearance confirms this. The Voltorak's hide is leathery and largely smooth, pulsing with internal electricity. Running down the beasts back is a thick coat of hardened white or black scales topped with protruding spines of crystalline spikes made of a calcified cartilage. The beat's head is similarly armored and appears like a large snake or salamander head with a wide maw that crackles with lightning, revealing many rows of serrated teeth, twin horns mount the back of the Voltorak's head that resemble a ram's horns. 

 

Lair and Lair Actions

Voltorak's are lone hunter's, preferring solitude atop large desert crags or nestled within narrow crevasses and burrows within the deep desert. Voltorak's only rarely see other members of their species during the rainy season of their given region, when storms are more frequent. The combination of storm winds and moisture makes the perfect environment for Voltorak mating rituals and the birthing and rearing of their young. 

Voltorak young hatch in clutches of two or three and are typically hatched within four to six months of fertilization from small, leathery egg sacks. A mother Voltorak become highly aggressive during the first six months of a juvenile's life, warding off predators with fierce determination and patrolling the borders of her territory regularly. A juvenile Voltorak will break away from its mother following its six-month rearing period, venturing off on its own to claim its own territory. Following the rearing period, the mother Voltorak is just as likely to kill its own offspring as it is to kill any other rival of its species. However, male Voltoraks will only threaten their offspring when absolutely necessary (life threatening battles for territory). 

The primary predator of Voltoraks are Blue Dragons, who often compete with the beasts for territory. An adult Voltorak and adult blue dragon are often times more than a match for each other, and battles for territories can become truly bloody and violent affairs. 

Lair Actions.

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

  • Static electric sparks leap throughout the air, twisting the light of the lair and creating mirages of the voltorak. Until initiative count 20 of the next round the voltorak becomes heavily obscured unless it moves or attacks. Illusionary flickers of the voltorak appear within 30 feet of its location forcing all ranged attacks against the voltorak to be made with disadvantage. 
  • A low hum echoes through the lair which distorts localized magic. Until initiative count 20 of the next round, all concentration saving throws made to maintain spells are made with disadvantage, and the successful casting of 3rd level or higher spells requires a DC 15 spellcasting ability check. 
  • A wall of the voltorak's choice that it can see within 120 feet of itself explodes with a buildup of pressure. All creatures within a 20-foot cube of the wall must make a DC 17 Dexterity saving throw or take 14 (4d6) bludgeoning damage and be knocked prone. The debris from the explosion turns the 20-foot cube space into difficult terrain. 
Regional Effects. 

The region containing the lair of a voltorak is warped by the latent magic of the Storm Wyrm, which creates one or more of the following effects: 

  • Thunderstorms loom within 10 miles of the voltorak's lair, but their fury has been drained, and they may rumble but they never break with lightning. 
  • gardens full of dozens of the petrified victims of the voltorak lie within 3 miles of its lair. 
  • all sound within 1 mile of the voltorak's lair is muffled, as if the air is waiting for something to break the silence. 
Christman

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