Crystal Armor: Jagged crimson crystals cover the Goregutter’s body. Whenever a creature hits the Goregutter with a melee attack while within 10 feet, that creature takes 10 (3d6) piercing damage.
Siege Beast: The Goregutter deals double damage to objects and structures.
Tunneling Charge: If the Goregutter moves at least 30 feet straight toward a target while burrowing or running and then hits with a Gore Horn attack on the same turn, the target takes an extra 27 (6d8) bludgeoning damage and must succeed on a DC 24 Strength saving throw or be knocked prone.
Earthshaker Presence: The ground trembles around the Goregutter. Creatures of the Goregutter’s choice within 20 feet of it treat the area as difficult terrain.
Multiattack: The Goregutter makes three attacks: one with its Bite and two with its Gore Horns.
Bite: Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 28 (3d10 + 12) piercing damage plus 10 (3d6) fire damage.
Gore Horn: Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: 24 (3d8 + 11) piercing damage.
Crystal Quake (Recharge 5–6): The Goregutter slams the ground with explosive force. Each creature on the ground within 60 feet must make a DC 22 Dexterity saving throw, taking 45 (10d8) bludgeoning damage plus 18 (4d8) fire damage on a failed save, or half as much on a successful one.
The area becomes shattered terrain until cleared. The terrain is difficult terrain.
Molten Crystal Breath (Recharge 6): The Goregutter exhales molten crystal shards in a 90-foot cone. Each creature in the area must make a DC 22 Dexterity saving throw.
On a failed save, a creature takes 63 (14d8) fire damage plus 27 (6d8) piercing damage and is restrained by cooling crystal formations. A restrained creature can use its action to make a DC 20 Strength check, freeing itself on a success.
On a successful save, the creature takes half damage and is not restrained.
The Crimson Goregutter can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn.
Detect: The Goregutter makes a Wisdom (Perception) check.
Tail Slam: Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: 21 (3d6 + 11) bludgeoning damage.
Burrow Rush (Costs 2 Actions): The Goregutter moves up to half its burrow speed without provoking opportunity attacks.
Crystal Eruption (Costs 3 Actions): Crystal spikes erupt from the ground at a point the Goregutter can see within 60 feet. Creatures in a 15-foot radius must make a DC 22 Dexterity saving throw or take 22 (4d10) piercing damage and be knocked prone.
Description
A massive, heavily armored dragon. the Crimson Goregutter is a territorial apex predator known for its immense strength, crystal-lined armor, and devastating tunneling charges.
Lair and Lair Actions
Lair Actions: When fighting inside its cavernous crystal tunnels, the Goregutter can invoke lair actions on initiative count 20 (losing initiative ties):
- Jagged crystals burst from the walls; creatures within 15 feet of a wall must succeed on a DC 20 Dexterity save or take 14 (4d6) piercing damage.
- The cavern trembles violently; all non-dragon creatures must succeed on a DC 18 Strength save or fall prone.
- Superheated steam vents erupt from the ground in a 20-foot radius, dealing 18 (4d8) fire damage.
Regional Effects: The region surrounding a Crimson Goregutter’s lair is warped by its presence:
- Crystal formations grow rapidly through stone and caves.
- Minor tremors occur daily within 6 miles of the lair.
- Wild dragons become unusually territorial and aggressive nearby.
If the Goregutter dies, these effects fade over 2d10 days.
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