Legendary Resistance (3/Day). If the Ancient Amu fails a saving throw, it can choose to succeed instead.
Multiattack: The Ancient Amu makes 3 attacks: 2 claw attack and either a bite attack or uses corral horror.
Claw. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 16 (2d6 + 9) slashing damage.
Bite. Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 20 (2d10 + 9) piercing damage plus 11 (2d10) slashing damage.
Coral Horror (Recharge 5-6): If the Ancient Amu lands both Claw attacks then it can drag the creature into the coral and can move up to the creatures movement speed through the coral. For every 10 feet the Ancient Amu moves through the coral the creature takes 10d8 slashing damage.
Great Barrier Reef: The Ancient Amu can increase its armor class by 5 as its coral hardens as a reaction.
The Ancient Amu 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 Ancient Amu regains spent legendary actions at the start of its turn.
Coralportation: If the Ancient Amu is touching any of its coral, it can transport to any part of the reef within 100 feet of the original position. Any creature that is touching the Ancient Amu when it transports, smashes into the coral that the Amu enters and takes 3d8 Slashing damage.
Corallocation: The Ancient Amu can make a wisdom perception check to locate any creature on the island or on the reef.
Scything Coral (Cost 2 Actions): All Creatures within 5 feet of Coral must make a DC 18 Dexterity saving throw or take 10d8 slashing damage or half that on a success.
Description
The Ancient Amu is a tall slender figure at birth with brown clay colored skin, but as the Amu ages it grows a thick coral carapace, the coral is white with light colors swirling through it. The Amu are very territorial and will attack all medium creatures and larger that enter its lair.
Lair and Lair Actions
The Ancient Amu's coral carapace has had the time to grow over vast amounts of land or underwater. The Ancient Amu's lair appears as a massive coral reef that covers an entire island or for several miles underwater. The coral is razor sharp and can grow up to 50 feet tall and is all one connected unit. The coral is pale white and has spirals of light colors through it, usally pink, green or blue.
Lair Actions
On initiative count 20 (losing initiative ties), the Ancient Amu takes a lair action to cause one of the following effects; the Ancient Amu can’t use the same effect two rounds in a row:
- Coral Quake: The Ancient Amu chooses a tower of coral within it lair and causes it to collapse in a direction it chooses. Any creature caught in the avalanche of falling coral must make a DC 15 dexterity saving through or take 10d8 Slashing damage on a failed save, or half as much on a success. If the creature fails the saving throw by more than 10, then the creature becomes incapacitated and takes an additional 5d8 bludgeoning damage.
- Coralportation: If the Ancient Amu is touching any of its coral, it can transport to any part of the reef within 100 feet of the original position. Any creature that is touching the Ancient Amu when it transports, smashes into the coral that the Amu enters and takes 3d8 Slashing damage.
Regional Effects
The region containing a legendary Ancient Amu’s lair is underwater or on an island, which creates one or more of the following effects:
- A massive coral reef with structure up to 50 feet tall and several miles wide covers an entire island or the sea floor. The Coral is Razor sharp and is built like a maze, leading lost creatures to the Ancient Amu's Lair.
- The coral provides safe harbor for many small creatures and due to that fact surrounding the coral many large predators come to wait for the creatures to leave.
If the Ancient Amu dies, these effects fade over the course of 2d8 days.
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