Greater 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.
Greater Aquamentus
Huge dragon, neutral evil
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Armor Class 16 (natural armor)
Heart Points 168 (16d12 + 64)
Speed 60 ft., fly 40 ft.
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STR
18 (+4)
DEX
11 (+0)
CON
18 (+4)
INT
8 (-1)
WIS
11 (+0)
CHA
20 (+5)
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Saving Throws Int +2, Wis +3
Damage Resistances bludgeoning, piercing, and slashing
Damage Immunities fire
Senses darkvision 120 ft., passive Perception 10
Languages Lizal
Challenge 7 (2,900 XP) Proficiency Bonus +3    
Challenge Alternatives 1/2, 3, 6, 9, 12
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Discern Magic. The aquamentus can see if an item is magical, or if a creature is under the effect of a spell, though it has no special insight to the effect.

Multiaction. The aquamentus can take two actions on each of its turns, but can't take the same action twice.

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


Actions

Gore. Melee Weapon Attack: +8 to hit, reach 10 feet. Hit: 17 (2d12 + 4) piercing damage. If the aquamentus moved at least 20 feet straight towards the target before a hit, the target takes an extra 6 (1d12) damage and must succeed on a DC 16 Strength saving throw or fall prone.

Tridirectional Beam. Ranged Spell Attack: +9 to hit, range 120 feet, three different targets. Hit: 16 (3d10) fire damage per hit target.

Dispelling Gaze. The aquamentus ends one spell effect on itself or a creature it can see. If the target is under the effect of multiple spells, the highest-point one ends.


Boss Mode

While the greater aquamentus has a Challenge rating higher than any other monster in combat, its heart points are doubled, and it has advantage on initiative checks. It can also take 3 boss reactions each round, replacing its normal 1 reaction per round. The boss greater aquamentus can use a boss reaction to Escape, Maneuver, Search, use any of its normal reactions, or do any of the following:

Boss Resistance (3/Day). When the aquamentus would fail a saving throw, it can choose to lose 30 heart points and succeed on the save instead.

Frightening Presence. If a creature starts its turn within 120 feet of the aquamentus, the dragon can use this reaction to force that creature to succeed on a DC 17 Charisma saving throw or become frightened until the end of its turn. Once a creature succeeds on this save it can't be targeted by this effect again.

Quick Bolt. If a creature ends its turn within 120 feet of the aquamentus, it can make a fire bolt attack targeting that creature. Ranged Spell Attack: +9 to hit, range 120 feet. Hit: 11 (2d10) fire damage.

“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

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.