Gargantuan Undead, Unaligned
Armor Class 10
Hit Points 210 (20d10 + 100)
Speed 20 ft., swim 40 ft.
STR
21 (+5)
DEX
15 (+2)
CON
30 (+10)
INT
10 (+0)
WIS
20 (+5)
CHA
10 (+0)
Saving Throws CON +15, WIS +10
Senses Blindsight 120 ft., Passive Perception 14
Languages Common understands but can’t speak
Challenge 15 (13,000 XP)
Proficiency Bonus +5
Traits

Creature Sense. The Drangeon is aware of the presence of creatures inside of it and can feed this information directly to its lich counterpart. It knows the distance and direction to each creature, but can’t sense anything else about it. A creature protected by, a nondetection spell, or similar magic can’t be perceived in this manner.

Digestive Aura. Creatures within 30 feet of the Drangeon Core can’t regain hit points, and any creature that starts its turn within 30 feet of the Drangeon takes 10 (3d6) acid damage.

Legendary Resistance (3/Day). If the Drangeon Core fails a saving throw, it can choose to succeed instead.

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

Actions

Draining Touch. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 10 (3d6) necrotic damage. The Drangeon Core regains a number of hit points equal to half the amount of damage dealt.

Tentacle. Melee Weapon Attack: +9 to hit, reach 30 ft., one target. Hit: 20 (4d8 + 2) bludgeoning damage. If the target is a Huge or smaller creature, it is grappled (escape DC 15) and takes 9 (1d8 + 5) acid damage at the start of each of its turns until the grapple ends. The Drangeon Core can have up to four targets grappled at a time.

Chaotic Thrum. The Drangeon Core pulses with maddening ferocity. and chooses up to four creatures within 60 feet of it. Each target must succeed on a DC 18 Wisdom saving throw, or it takes 9 (1d8 + 5) psychic damage and must use its reaction to make a melee weapon attack against one creature of the Drangeon’s choice. Constructs and undead are immune to this effect.

Gastro Wave (Recharge 5-6). The Drangeon Core releases a flood of gastro acid. Creatures of the Drangeon’s choice within 120 feet of it must succeed on a DC 18 Strength saving throw or take 32 (5d10 + 5) acid damage and be pushed to a location within 5 ft of the Drangeon Core. On a success, the target takes half-damage and is not pushed.

Legendary Actions

The Drangeon Core 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 atropal regains spent legendary actions at the start of its turn.

 Draining Touch. The Drangeon makes a Draining Touch attack.

Tentacle (Costs 2 Actions). The Drangeon Core makes a Tentacle attack.

Intestinal Fumes (Costs 3 Actions). A musky gas expels from the Drangeon Core. Any creature within 120 feet of the Drangeon Core that breathes air must succeed on a DC 18 Constitution saving throw or gain 1 level of exhaustion.

Lair and Lair Actions

A Drangeon Core's Lair

The lair of a Drangeon Core is at the heart of the Drangeon itself. The core is protected by a network of intestinal tunnels carved and woven by powerful necromancy. This pile of re-animated cardiac muscle and stomach tissue fights viciously to protect the phylactery stored within and supply it with ample souls. The chamber of the Drangeon Core is a circle room wrapped in wet pulsating flesh with a large pulpy organ at its center. Well digested corpses lie piled around its pumping mass which make for easy tools of necromancy to dispose of new prey.

 

Lair Actions

When fighting inside its lair, the Drangeon Core can use lair actions. On initiative count 20 (losing initiative ties), a Drangeon Core can take one lair action to cause one of the following effects; the Drangeon Core can’t use the same lair action two rounds in a row:

  • The Drangeon Core casts create undead on one of the corpses at its center. This summons 3 zombies or skeletons within 15 ft of the Drangeon Core and remain until destroyed. Undead summoned in this way roll initiative and act in the next available turn.
  • The Drangeon Core targets up to three creatures  it can sense within 120 feet of it and steaming jets fume up from the ground. The target must succeed on a DC 18 Dexterity saving throw or knocked prone.
  • The Drangeon Core targets one creature it can sense within 120 feet of it and anchors it to the fleshy ground by retracting its membrane. The target must succeed on a DC 18 Strength saving throw or be unable to leave its current space. It can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
 

Regional Effects

The territory inside the Drangeon creates one or more of the following effects:

  • The air is uncomfortably humid and the smell of corpses can linger on the party for months. Food reserves decline at rapid rate as the air itself putrefies rations. (Optional: Destroy 1d4 rations per party member per day within the Drangeon)
  • Sleeping within the Drangeon is a dangerous game, as the floor itself tries to consume you. To successfully long or short rest, the party is advised to separate themselves from the fleshy ground by any means necessary.
  • Creatures within the Drangeon don't stay dead. Carrion crawlers and other scavengers make their home in the Drangeon's belly, but the intense necromancy that dominates this creature will reanimate any corpse within 24 hours.

If the Drangeon Core dies, these effects (minus the smell) immediately end.

 

Monster Tags: undead

Habitat: CoastalUnderdarkUnderwater

JessJackdaw

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