Dire Aquamentus (creature)

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←  #5: Angler Fish
Bestiary
 Aquamentus 
#7: Argorok  →
This page or section is incomplete, and will eventually be expanded with more information.
Dire Aquamentus
Large dragon, neutral evil
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Armor Class 17 (natural armor)
Heart Points 93 (11d10 + 33)
Speed 40 ft.
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STR
15 (+2)
DEX
12 (+1)
CON
16 (+3)
INT
7 (-2)
WIS
9 (-1)
CHA
15 (+2)
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Saving Throws Int +1, Wis +2
Skills Perception +2
Damage Resistances bludgeoning, piercing, and slashing
Damage Immunities fire
Senses darkvision 120 ft., passive Perception 12
Languages understands Lizal but can't speak
Challenge 6 (2,300 XP) Proficiency Bonus +3    
Challenge Alternatives 1/2, 3, 6, 9, 12
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Charge. If the aquamentus moves at least 20 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 4 (1d8) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be pushed up to 10 feet away and knocked prone.

Innate Spellcasting. The aquamentus's innate spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks), and casts spells as a 6th-level spellcaster. The aquamentus can innately cast the following spells, requiring no material components:

At will: detect magic, fire bolt
1/day each: dispel magic

Legendary Resistance (1/day). If the aquamentus fails a saving throw, it can choose to succeed instead.

Weak Point. A target strike that hits the aquamentus' horn ignores its damage resistance.


Actions

Tridirectional Beam. (Recharge 5-6). The aquamentus casts fire bolt three times.

Gore. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 11 (2d8 + 2) piercing damage, or 15 (3d8 + 2) piercing damage if made as part of a charge.

Fire Bolt. Ranged Spell Attack: +5 to hit, range 120 ft., one target. Hit: 11 (2d10) fire damage.

Labored Flight. The aquamentus gains a fly speed of 40 feet until the start of its next turn. It can only maintain seamless flight if it takes this action at the start of each of its turns. If it cannot take this action at the start of its turn, it falls.


Legendary Actions

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

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

Swift Spell. (Costs 2 Actions.) The aquamentus casts one of its innate spells.

Shift. The aquamentus moves no more than 10 feet. This movement does not provoke opportunity attacks.

“A dragon with a large horn on its head. Though this formidable beast does not move much, it fires a tridirectional beam that can be tricky to avoid.”
Encyclopedia

     As a gigantic green-colored dragon, any aquamentus is a rare but terrifying monster. Warriors can rarely even do it harm unless they strike the creature's singular horn, the source of the dragon's magical prowess. Such a task would be difficult on its own, let alone with the monster blasting out magical flames at any would-be adversary.
     Hoarder of Magic. Any aquamentus has an inherent, instinctive desire to find and hoard that which is magical. These rare creatures are known to kill adventurers for their magic items and drag the trinkets away into some secretive lair in cave or ruins. Despite its prowess, a typical aquamentus is more of a beast than a warlock—it lacks the cunning for well-thought-out plans or long-term goals, despite its longevity as a dragon.
     Environment: Caves, Ruins

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The material on this page is based primarily on content found in The Legend of Zelda and Oracle of Seasons, both of which are copyright Nintendo Co., Ltd.