Huge Monstrosity, Neutral Evil
Armor Class 18 Natural
Hit Points 243 (18d12 + 130)
Speed 40 ft., walk 40 ft.
STR
22 (+6)
DEX
22 (+6)
CON
26 (+8)
INT
4 (-3)
WIS
14 (+2)
CHA
16 (+3)
Saving Throws DEX +11, WIS +7
Skills Perception +6, Stealth +7
Damage Resistances Fire
Damage Immunities Necrotic, Poison
Condition Immunities Poisoned
Senses Blindsight 15, Darkvision 60, Passive Perception 17
Languages Telepathy 120 telepathy
Challenge 15 (13,000 XP)
Proficiency Bonus +5
Traits
  • Amphibious. The adder can breathe air and water.
  • Corpse Cough. Those who fail a saving throw against the adders Gaze or bite attack become infected with the corpse cough disease. The infected creature can’t benefit from short or long rests due to a constant, cough. The infected creature must succeed on a DC 18 Constitution saving throw each day or take 18 (4d8) necrotic damage. The target’s hp maximum is reduced by an amount equal to the necrotic damage taken. The target dies if this effect reduces its hp maximum to 0. The reduction lasts until the target is cured of the disease with a greater restoration spell or similar magic. If the infected creature comes into physical contact with another individual for 24 hours the individual must succeed on a DC 17 Constitution saving throw or also become infected with the disease. The individual is afflicted with a constant, wet cough within hours of infection, but the disease’s full effects don’t manifest until 1d4 days later. Corpse cough is so named due to the smell of the cough as the infected creature’s lungs become necrotic.
  • Poisonous Aura. At the start of each of the adders turns, each creature within 20 feet of it must make a DC 17 Constitution saving throw, taking 18 (4d8) poison damage on a failed save, or half as much damage on a successful one.
  • Shielded Mind. The adder is immune to scrying and to any effect that would sense its emotions, read its thoughts, or detect its location.
  • Legendary Resistance (3/Day). If the adder fails a saving throw, it can choose to succeed instead.
Actions
  • Multiattack. The Adder makes two gore attacks and one bite attack and fearful prescense.
  • GoreMelee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit: 19 (4d6 + 5) piercing damage.
  • BiteMelee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit: 21 (3d10 + 5) piercing damage, and the target must succeed on a DC 17 Constitution saving throw or become infected with the corpse cough disease (see the Corpse Cough trait).
  • Gem Gaze (Recharge 5–6). The Adders gem flashes, bathing a 30-foot cone in iridescent light. Each creature in the area must make a DC 18 Constitution saving throw. On a failed save, a creature takes 35 (10d6) radiant damage and is infected with the corpse cough disease (see the Corpse Cough trait). On a success, a creature takes half the damage and isn’t infected with the disease. Gem Gaze has no effect on constructs and undead.
  • Frightful Presence. Each creature of the adders choice that is within 120 feet of the adder and aware of it must succeed on a DC 16 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 adders Frightful Presence for the next 24 hours.
  • Tail. Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage.
Legendary Actions

The adder 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. The adder regains spent legendary actions at the start of its turn.

Detect. The adder makes a Wisdom (Perception) check.

Tail Attack. The adder makes a tail attack.

body Attack (Costs 2 Actions). The adder swings its body. Each creature within 20 feet of the adder must succeed on a DC 19 Dexterity saving throw or take 15 (2d8 + 6) bludgeoning damage and be knocked prone. 

Description

This is a huge snake with naturally armored plating all around its body around 15 feet curled up but can extend to about 30 4 to 5-foot diameter body. On the top of the snakes head is a purple Gem embedded into the skin with a very low light glow and 2 red eyes.

Plague Bearers. Known to be a bringer of magical plagues, adders are also sought after for their horns and the strange stones between their eyes, both believed to have powerful curative properties.

Wilderness Wanderer. Adders travel between lakes, ponds, and deep rivers, never staying in one area for more than a few seasons. Though they live primarily in the water, they venture onto the land to hunt, where the sweetness of their poisonous scent draws game to them.

Grisly Signs. The presence of an adder is most often detected by an area of dead creatures, poisoned but otherwise untouched.

Lair and Lair Actions

Lair Actions

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

  • Snakes erupt in a 20-foot radius centered on a point on the ground that the adder can see within 120 feet of it. That area becomes difficult terrain, and each creature there must succeed on a DC 15 con saving throw or be poisoned by the snakes. A creature can heal itif it or another creature takes an action to make a DC 15 medicine check and succeeds. the posioned effect goes away also after 2 turns
  • A wall of pus springs into existence on a solid surface within 120 feet of the adder. The wall is up to 60 feet long, 10 feet high, and 5 feet thick, the wall is made of stone mixed with a poisonous liquid the wall is fragile but if broken position splashes in a 10-foot radius needing to pass a dc 16 con save or take 4 d8 acid damage.
  • The adder can summon poison to infect the creature with corpse cough

Regional Effect

The region surrounding an adder's lair is surrounded by decomposition and dying wildlife as you get closer to the epicenter life becomes less visible until the point of all death once entering the epicenter characters are surrounded by an awful unbearable stench of decomposition.

Isaiah123

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