Difference between revisions of "Legendary Diababa (creature)"

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<noinclude>{{Path|Creatures|Plants|[[Baba (race)|Baba]]|[[Diababa (creature)|Diababa]]|'''Legendary Diababa'''}}</noinclude>
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<noinclude>{{Navi|Creatures}} {{MonsterNav|Diababa}} [[Category:Variant creatures]]</noinclude>
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{{stub|Treasure; kited by ranged attacks; should have Legendary actions; add +2 AC}}
 
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|challenge=12
 
|challenge=12

Latest revision as of 14:17, 20 December 2020

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←  #74: Dexihand
Bestiary
 Diababa 
#76: Digdogger  →
This page or section is incomplete, and will eventually be expanded with more information.
Legendary Diababa
Huge plant (baba), chaotic evil
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Armor Class 21 (natural armor)
Heart Points 337 (25d12 + 175)
Speed 40 ft.
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STR
15 (+2)
DEX
9 (-1)
CON
25 (+7)
INT
6 (-2)
WIS
12 (+1)
CHA
8 (-1)
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Damage Immunities poison
Condition Immunities deafened, frightened, poisoned
Senses passive Perception 11
Languages understands Deku but can't read or write
Challenge 12 (8,400 XP) Proficiency Bonus +4    
Challenge Alternatives 3, 6, 9, 12
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Triple Heads. (Recharge 5-6.) Diababa protect its main head with its two smaller, armored heads. If it takes fire damage, thunder damage, or damage from a target strike, one of its two smaller heads is incapacitated and the diababa's AC decreases by 3. At the start of each of the diababa's turns, roll a d6; on a 5 or 6, both of its heads are no longer incapacitated, its AC recovers, and it can use its Poison Breath again.

Water-Walking. The diababa can move across the surface of calm water as if it was solid ground.


Actions

Triple Attacks. The diababa makes three attacks, reduced by one for each smaller head that is incapacitated.

Bite. Melee Weapon Attack: +6 to hit, reach 20 ft., one target. Hit: 13 (2d10 + 2) piercing damage.

Spit Acid. Ranged Weapon Attack: +3 to hit, range 80/320 ft., one target. Hit: 14 (4d6) acid damage.

Poison Breath. (Recharge 5-6) The diababa exhales acid in a 30-foot cone. Each creature in that area must make a DC 14 Constitution saving throw. On a failed save a target takes 28 (8d6) poison damage, and is poisoned until the end of the diababa's next turn. On a success a target takes half as much damage and isn't poisoned.


Reactions

Lunge. If a creature moves within reach of the diababa's bite attack, it makes a bite attack against that creature.

“To think that there was a monster lurking deep inside the temple... These things will gobble up a little guy like you in one bite! If you don't want that to happen, you'd better keep your guard up!”
Midna, Twilight Princess

A diababa is an immense form of deku baba twisted by diabolical magic, a cursed forest, or other monstrous supernatural phenomenon. In its evolved and utterly evil form, diababa exists to destroy.
     Three-Headed Monstrosity. Diababa's thick central body ends in a fanged maw, the interior of which contains a piercing eye; bordering this main body are two smaller stalks ending in slightly smaller jaws. Together, these three stalks tower dozens of feet into the air. The three sets of fanged mouths can rip apart almost anything that dares to come across it. Like lesser forms of baba, it is prone to dwell in the deepest depths of forests and marshes. It seems to thrive on poison, and usually floats through the surface of a toxic mire or pool that poisons whatever creatures dare touch it.
     Environment: Forest

Related pages

  • Diababa has four different stat blocks of different Challenge Ratings: 3, 6, 9, and 12
  • Deku Baba (creature), the common and mundane form of this creature
  • Manhandla (creature), a Huge and powerful plant monster that is somewhat similarly limited by its mobility


The material on this page is based primarily on content found in Twilight Princess, which is copyright Nintendo Co., Ltd.