Aquamentus (creature)

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←  #5: Angler Fish
Bestiary
 Aquamentus 
#7: Argorok  →
Aquamentus
Large dragon, neutral evil
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Armor Class 16 (natural armor)
Heart Points 60 (8d10 + 16)
Speed 40 ft., fly 20 ft.
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STR
15 (+2)
DEX
10 (+0)
CON
15 (+2)
INT
6 (-2)
WIS
8 (-1)
CHA
16 (+3)
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Saving Throws Int +0, Wis +1
Damage Resistances bludgeoning, piercing, and slashing
Damage Immunities fire
Senses darkvision 120 ft., passive Perception 9
Languages Lizal
Challenge 3 (700 XP) Proficiency Bonus +2    
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.

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


Actions

Tridirectional Beam. (Recharge 5-6). The aquamentus casts fire bolt thrice, each on a different target.

Gore. Melee Weapon Attack: +4 to hit, reach 10 feet. Hit: 9 (2d6 + 2) piercing damage. If the aquamentus moved at least 20 feet straight towards the target before a hit, the target takes an extra 3 (1d6) damage and must succeed on a DC 12 Strength saving throw or fall prone.

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


Boss Mode

While the 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 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 20 heart points and succeed on the save instead.

Bidirectional Beam (Costs 2 Reactions). Right after the aquamentus hits a creature with a fire bolt attack (except as part of a Tridirectional Beam), it can make another fire bolt attack against a different target.

Frightening Presence. If a creature starts its turn within 60 feet of the aquamentus, the dragon can use this reaction to force that creature to succeed on a DC 13 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.

“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.