Difference between revisions of "Aquamentus (creature)"
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Revision as of 14:10, 2 June 2020
Creatures→ Dragons→ Aquamentus
Aquamentus | |||||
Large dragon, neutral evil Armor Class 16 (natural armor) Heart Points 60 (8d10 + 16) Speed 30 ft. | |||||
STR 13 (+1) |
DEX 11 (+0) |
CON 14 (+2) |
INT 6 (-2) |
WIS 8 (-1) |
CHA 13 (+1) |
Saving Throws Int +0, Wis +1 | |||||
Skills Perception +1 | |||||
Damage Resistances bludgeoning, piercing, and slashing | |||||
Senses darkvision 120 ft., passive Perception 11 | |||||
Languages understands Lizal but can't speak | |||||
Challenge 3 (700 XP) | Proficiency Bonus +2 | ||||
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 11 Strength saving throw or be pushed up to 10 feet away and knocked prone.
Discern Magic. The aquamentus can use its action to identify if an item is magic or not simply by gazing upon it, but it gains no insight into an item's precise magical properties. 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: +3 to hit, reach 10 ft., one target. Hit: 5 (1d8 + 1) piercing damage, or 9 (2d8 + 1) piercing damage if made as part of a charge. Fire Bolt. Ranged Spell Attack: +3 to hit, range 120 ft., one target. Hit: 5 (1d10) 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 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 aquamentus regains spent legendary actions at the start of its turn. Fire Bolt. (Costs 2 Actions.) The aquamentus makes a fire bolt attack. 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
Aquamentus | |||||
Large dragon, neutral evil Armor Class 17 (natural armor) Heart Points 93 (11d10 + 33) Speed 40 ft. | |||||
STR 15 (+2) |
DEX 12 (+1) |
CON 16 (+3) |
INT 7 (-2) |
WIS 9 (-1) |
CHA 15 (+2) |
Saving Throws Int +1, Wis +2 | |||||
Skills Perception +2 | |||||
Damage Resistances bludgeoning, piercing, and slashing | |||||
Senses darkvision 120 ft., passive Perception 12 | |||||
Languages understands Lizal but can't speak | |||||
Challenge 6 (2,300 XP) | Proficiency Bonus +3 | ||||
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:
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 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 aquamentus regains spent legendary actions at the start of its turn. 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
Aquamentus | |||||
Large dragon, neutral evil Armor Class 17 (natural armor) Heart Points 114 (12d10 + 48) Speed 50 ft., fly 40 ft. | |||||
STR 17 (+3) |
DEX 13 (+1) |
CON 18 (+4) |
INT 8 (-1) |
WIS 10 (+0) |
CHA 17 (+3) |
Saving Throws Int +3, Wis +4 | |||||
Skills Arcana +3, Perception +4 | |||||
Damage Resistances bludgeoning, piercing, and slashing | |||||
Senses darkvision 120 ft., passive Perception 14 | |||||
Languages understands Lizal but can't speak | |||||
Challenge 9 (5,000 XP) | Proficiency Bonus +4 | ||||
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 15 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 15, +7 to hit with spell attacks), and casts spells as a 9th-level spellcaster. The aquamentus can innately cast the following spells, requiring no material components:
Legendary Resistance (3/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: +7 to hit, reach 10 ft., one target. Hit: 16 (3d8 + 3) piercing damage, or 21 (4d8 + 3) piercing damage if made as part of a charge. Fire Bolt. Ranged Spell Attack: +7 to hit, range 120 ft., one target. Hit: 11 (3d10) fire damage. | |||||
Legendary Actions The 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 aquamentus regains spent legendary actions at the start of its turn. 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
Aquamentus by hedgehominoid of DeviantArt
This artwork is used without the explicit permission of its creator, and will be removed at request.
Aquamentus | |||||
Huge dragon, neutral evil Armor Class 18 (natural armor) Heart Points 138 (12d12 + 60) Speed 50 ft., fly 40 ft. | |||||
STR 19 (+4) |
DEX 14 (+2) |
CON 20 (+5) |
INT 9 (-1) |
WIS 11 (+0) |
CHA 19 (+4) |
Saving Throws Int +3, Wis +4 | |||||
Skills Arcana +3, Perception +4 | |||||
Damage Immunities bludgeoning, piercing, and slashing | |||||
Senses darkvision 120 ft., passive Perception 14 | |||||
Languages understands Lizal but can't speak | |||||
Challenge 12 (8,400 XP) | Proficiency Bonus +4 | ||||
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 16 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 16, +8 to hit with spell attacks), and casts spells as a 12th-level spellcaster. The aquamentus can innately cast the following spells, requiring no material components:
Legendary Resistance (3/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 immunity. | |||||
Actions Tridirectional Beam. (Recharge 5-6). The aquamentus casts fire bolt three times. Gore. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 17 (3d8 + 4) piercing damage, or 22 (4d8 + 4) piercing damage if made as part of a charge. Fire Bolt. Ranged Spell Attack: +8 to hit, range 120 ft., one target. Hit: 16 (3d10) fire damage. | |||||
Legendary Actions The 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 aquamentus regains spent legendary actions at the start of its turn. 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 type of dragon that some call a unicorn. As well as having lots of attacking power, it's a fearful opponent. It emits mean beams.” |
— The Legend of Zelda manual |
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
Related pages
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.
- Creatures
- Challenge 3 creatures
- Large-sized creatures
- Dragons
- Creatures of neutral evil alignment
- Creatures proficient in Perception
- Creatures without vulnerabilities
- Creatures without condition immunities
- Creatures without damage immunities
- Creatures resistant to bludgeoning
- Creatures resistant to piercing
- Creatures resistant to slashing
- Creatures with the Lizal language
- Creatures with the Tridirectional Beam action
- Creatures with the Gore action
- Creatures with the Fire Bolt action
- Creatures with the Labored Flight action
- Creatures with the Detect action
- Creatures with the Shift action
- Pages with quotes
- Creatures found in caves
- Challenge 6 creatures
- Creatures with the Swift Spell action
- Challenge 9 creatures
- Creatures with a fly speed
- Creatures proficient in Arcana
- Challenge 12 creatures
- Huge-sized creatures
- Creatures without resistances
- Content originating from The Legend of Zelda
- Content originating from Oracle of Seasons