Legendary 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.
Aquamentus
Huge dragon, neutral evil
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Armor Class 18 (natural armor)
Heart Points 138 (12d12 + 60)
Speed 50 ft., fly 40 ft.
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STR
19 (+4)
DEX
14 (+2)
CON
20 (+5)
INT
9 (-1)
WIS
11 (+0)
CHA
19 (+4)
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Saving Throws Int +3, Wis +4
Skills Arcana +3, Perception +4
Damage Immunities fire; 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    
Challenge Alternatives 1/2, 3, 6, 9, 12
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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 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:

At will: detect magic, fire bolt
1/day each: dispel magic, locate object, magic missile

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.

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

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.