Living Earthquake: The Catastrophic Quaken ignores difficult terrain made of stone or earth. Creatures standing on the ground within 30 feet of the dragon have disadvantage on Dexterity saving throws.
Seismic Hide: Whenever a creature hits the Quaken with a melee attack while standing on the ground, that creature must succeed on a DC 22 Dexterity saving throw or fall prone as the earth violently cracks beneath them.
Tunnel Colossus: The Quaken can burrow through solid stone without reducing its speed, leaving behind a tunnel large enough for Huge creatures.
Titanic Presence: Enemies that begin their turn within 60 feet of the dragon must succeed on a DC 19 Wisdom saving throw or become frightened until the start of their next turn.
Multiattack: The Catastrophic Quaken makes three attacks: one with its bite and two with its slam attacks.
Bite: Melee Weapon Attack: +17 to hit, reach 15 ft., one target.
Hit: 31 (4d10 + 10) piercing damage plus 10 (3d6) thunder damage.
Slam: Melee Weapon Attack: +17 to hit, reach 20 ft., one target.
Hit: 28 (4d8 + 10) bludgeoning damage.
If the target is Large or smaller, it must succeed on a DC 22 Strength saving throw or be knocked prone.
Seismic Roar (Recharge 5–6): The Quaken releases a catastrophic sonic eruption. Each creature on the ground within 120 feet must make a DC 22 Constitution saving throw.
- Failure: 63 (14d8) thunder damage, knocked prone, and stunned until the end of its next turn.
- Success: Half damage and not stunned.
Nonmagical structures in the area take double damage.
Earthbreaker Dive (Recharge 4–6): The Quaken burrows underground and erupts from beneath a point it can sense within 80 feet. Creatures within a 30-foot radius must make a DC 22 Dexterity saving throw.
- Failure: 45 (10d8) bludgeoning damage, knocked prone, and buried in rubble (restrained).
- Success: Half damage and pushed 10 feet.
A restrained creature can use an action to make a DC 20 Strength check to escape.
Legendary Actions: The Catastrophic Quaken can take 3 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.
Tremor Step: The Quaken moves up to half its burrow speed without provoking opportunity attacks.
Tail Quake (Costs 2 Actions): The dragon slams its tail into the ground. Creatures within 15 feet must succeed on a DC 22 Dexterity saving throw or take 18 (4d8) bludgeoning damage and fall prone.
Cataclysm Pulse (Costs 3 Actions): The dragon emits a concentrated seismic wave in a 60-foot line that is 10 feet wide. Creatures in the line must make a DC 22 Constitution saving throw, taking 27 (6d8) thunder damage on a failed save, or half as much on a success.
Description
e Catastrophic Quaken is a subterranean tidal-force dragon capable of triggering earthquakes with massive sonic shockwaves and body slams. Entire villages tremble when one awakens beneath the earth.
Lair and Lair Actions
usually in a cave. Especially a deep dark damp cave.
Lair Actions
When fighting inside its underground cavern system, the Catastrophic Quaken can invoke the ambient seismic power. On initiative count 20 (losing initiative ties), the dragon can use one of the following effects:
- A section of ceiling collapses at a point the dragon can see within 120 feet.
- Jagged stone pillars erupt from the ground.
- Violent tremors create difficult terrain in a 60-foot radius.
Regional Effects
The region surrounding a Catastrophic Quaken’s lair is warped by constant subterranean instability:
- Minor earthquakes occur daily within 6 miles.
- Underground caverns shift and reform overnight.
- Creatures sleeping within 1 mile experience terrifying dreams of collapsing mountains.
If the Quaken dies, these effects fade over 1d12 days.
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