Colossal Presence. All squares this creature moves on or through when making a move action. Creatures within 10ft must make a decision saving throw of 11+STR or take 1d8 dmg and are knocked prone. All squares this creature moves on are then considered difficult terrain. This creature is immune to difficult terrain.
Earthen Rift. In a 10ft by 40ft line all creatures must make a dex saving throw of dc 11+STR or take 4d6 dmg and and the ground within the line is considered to be a level of 10ft deeper and all creatures that fail the save will fall down and take subsequent falling dmg. Creatures that pass the save will be moved to a non rifted ground as close as possible to their original location within the rift.
Spellcasting. This creature can cast up to 5 1/Day spells and has these spells prepared at all times. earth tremor, erupting earth, wall of stone, mold earth, earthbind, dust devil, transmute rock,
Multiattack. The dragon can use its Frightful Presence. It then makes two attacks: one with its tusk and one with its crush.
Tusks. Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 22 (3d8 + 10) piercing damage
Crush. Melee Weapon Attack: +17 to hit, reach 5 ft., 10ft square. Hit: 20 (5d4 + 10) bludgeoning damage
Tail. Melee Weapon Attack: +10 to hit, reach 20ft., 2 squares as long as touching. Hit: 30 (6d10 + 0) bludgeoning damage.
Frightful Presence. Each creature of the dragon’s choice that is within 120 feet of the dragon and aware of it must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the dragon’s Frightful Presence for the next 24 hours.
Earth Breath (Recharge 5–6). The dragon exhales sand, gravel, and earth in a 40-foot cone. Each creature in that area must make a DC 11+STR Dexterity saving throw, taking 44 (22d4) bludgeoning damage on a failed save, and creatures within are blinded and deafened until their next turn. or half as much damage on a successful one and no conditions.
The dragon can take 2 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.
Detect. The dragon makes a Wisdom (Perception) check.
Tail Attack. The dragon makes a tail attack.
Course Breath (Costs 2 Actions). This ability can be used at the end of this creatures turn only as an exception. This creature can perform another of its breath attack ignoring the recharge and continuing to expel its breath weapon. The creature then cannot use its breath weapon until a long rest and creatures that already are de-buffed by the conditions are then de-buffed until their next-next turn, and creatures not de-buffed will experience the normal next turn de-buff of conditions.
Mythic Action Name. Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Description
An extremely large breed of dragon, they don’t have wings like most dragons but use their colossal size over other dragons to restrain them and crush them. They also have different anatomy, they retain a secondary stomach like sac where they store the granular earth they eat with their large mouths and their throat systems separate the living creatures within that earth they digest and the rest is stored within that sac. Then later they expel all that earth as a breath like weapon when their sac is full or they expel it when needed if they feel uncomfortable. They also have large frontal tusks that jut out forward that they use as weapons and use them to rearrange the earth around them creating small ravines to trap prey.
Lair and Lair Actions
Enter a description of your monster's lair here.
Lair Actions
On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:
- Enter a description for a lair action.
- Enter a description for a lair action.
Regional Effects
The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:
- Enter a regional effect description.
- Enter a regional effect description.
If the [monster name] dies, these effects fade over the course of #d# days.
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