Aquamentus (creature)

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CreaturesDragonsAquamentus

Aquamentus
Large dragon, neutral evil
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Armor Class 14 (natural armor)
Heart Points {{{hp}}}
Speed 40 ft.
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STR
16 (+3)
DEX
11 (+0)
CON
14 (+2)
INT
6 (-2)
WIS
10 (+0)
CHA
16 (+3)
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Saving Throws Int +0, Wis +2
Skills Perception +2
Damage Resistances bludgeoning, piercing, and slashing from magical attacks
Damage Immunities bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities charmed, frozen
Senses darkvision 120 ft., passive Perception 12
Languages understands Lizal but can't speak
Challenge 4 (1,100 XP) Proficiency Bonus +2    
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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.

Discern Magic. The aquamentus can tell if an item is magical or not simply by gazing upon the item, but it gains no insight into the item's magical properties.

Weak Point. An attack which specifically targets the aquamentus' horn bypasses its damage immunity and resistance. Any attack roll made as a called shot, such as against this weak point, is normally made with disadvantage.


Actions

Rapid Bolts. (Recharge 5-6). The aquamentus casts fire bolt three times.

Gore. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 12 (2d8 + 3) piercing damage, or 16 (3d8 + 3) 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.

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

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.

     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. Once an era, one of these dragons is able to develop and enhance its intellect any abilities, whether through tenacity or magic items and ascend to the status of an immensely powerful great aquamentus.
     Environment: Caves, Ruins

Related pages

  • Great aquamentus, an immensely more powerful form of this creature
  • Gleeok, a multi-headed fire-spewing dragon found in similar regions
  • Volvagia, another reclusive but infamous dragon native to Hyrule


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.