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5e Updates: Monstrous Compendium
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<blockquote data-quote="dave2008" data-source="post: 8004368" data-attributes="member: 83242"><p>[ATTACH=full]132264[/ATTACH]</p><p><a href="https://www.artstation.com/artwork/AL06e" target="_blank"><span style="font-size: 10px">The Giant</span></a><span style="font-size: 10px"> by Kalle</span></p><p></p><p><strong><span style="font-size: 22px">Zaratan, Primal Earth Elemental</span></strong></p><p><em>Elite Gargantuan elemental, neutral</em></p><p>[ATTACH=full]125393[/ATTACH]</p><p><strong>Armor Class</strong> 22 (Natural Armor)</p><p><strong>Hit Points</strong> 614 (15d20 + 150; bloodied 307)</p><p><strong>Speed </strong>40 ft., swim 40 ft.</p><p>[ATTACH=full]125394[/ATTACH]</p><table style='width: 100%'><tr><td><strong>STR</strong></td><td><strong>DEX</strong></td><td><strong>CON</strong></td><td><strong>INT</strong></td><td><strong>WIS</strong></td><td><strong>CHA</strong></td></tr><tr><td>30 (+10)</td><td>10 (+0)</td><td>30 (+10)</td><td>2 (-4)</td><td>21 (+5)</td><td>18 (+4)</td></tr></table><p>[ATTACH=full]125395[/ATTACH]</p><p><strong>Saving Throws </strong>Wis +12, Cha +11</p><p><strong>Skills</strong> Athletics +17</p><p><strong>Damage Vulnerabilities </strong>Thunder</p><p><strong>Damage Resistances </strong>Cold, Fire, Lightning; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks</p><p><strong>Damage Immunities </strong>Poison</p><p><strong>Condition Immunities</strong> Exhaustion, Paralyzed, Petrified, Poisoned, Stunned</p><p><strong>Senses</strong> Darkvision 120 ft., Tremorsense 240 ft., Passive Perception 15</p><p><strong>Languages</strong> --</p><p><strong>Challenge</strong> 22 (82,000 XP) <strong>Proficiency Bonus</strong> +7</p><p>[ATTACH=full]125396[/ATTACH]</p><p><strong><em>Colossal. </em></strong>Zaratan’s space is 75 feet by 75 feet. Any creature Large or smaller can enter its space and must do so to hit Zaratan with an attack with a reach or range of 10 feet or less. Additionally, any creature adjacent to a Medium or smaller target that is hit by one of Zaratan's melee attacks must make a DC 25 Dexterity saving throw or take the same damage as the initial target.</p><p></p><p><strong><em>Elemental Recharge (Elite Trait, recharges after a short or long rest). </em></strong>If Zaratan is bloodied, all conditions and effects it is suffering end for it, all of its abilities recharge, it can use elite actions, and it can immediately move up to half its speed and use earth-shaking movement trait.</p><p></p><p><em><strong>Legendary Resistance (3/Day). </strong></em>If the zaratan fails a saving throw, it can choose to succeed instead.</p><p></p><p><em><strong>Limited Magic Resistance. </strong></em>Against magic of 3rd level or lower, Zaratan has advantage on saving throws against spells and other magical effects and any creature that makes a spell attack against the colossus has disadvantage on the attack roll.</p><p></p><p><em><strong>Magic Weapons.</strong></em> The zaratan’s weapon attacks are magical.</p><p></p><p><em><strong>Siege Monster. </strong></em>The elemental deals double damage to objects and structures (included in Earth-Shaking Movement).</p><p></p><p><strong><u>ACTIONS</u></strong></p><p><em><strong>Bite. </strong>Melee Weapon Attack:</em> +17 to hit, reach 25 ft., one target. Hit: 55 (10d8 + 10) piercing damage and the target must make a DC 25 Strength saving throw or be grappled. A grappled creature is also restrained and Zaratan cannot bite another creature until the grapple ends.</p><p></p><p><em><strong>Stomp. </strong>Melee Weapon Attack</em>: +17 to hit, reach 15 ft., one target. Hit: 54 (8d10 + 10) bludgeoning damage.</p><p></p><p><em><strong>Spit Rock.</strong></em> <em>Ranged Weapon Attack: </em>+17 to hit, range 240 ft./480 ft., one target. Hit: 46 (8d8 + 10) bludgeoning damage.</p><p></p><p><em><strong>Spew Debris (Recharge 5–6). </strong></em>The zaratan exhales rocky debris in a 180-foot cone. Each creature in that area must make a DC 25 Dexterity saving throw. A creature takes 55 (10d10) bludgeoning damage on a failed save, or half as much damage on a successful one. A creature that fails the save by 5 or more is knocked prone.</p><p></p><p><strong><u>BONUS ACTIONS</u></strong></p><p><em><strong>Earth-Shaking Movement.</strong></em> After moving at least 10 feet on the ground, Zaratan can send a shock wave through the ground in a 120-foot-radius circle centered on itself. That area becomes difficult terrain for 1 minute. Each creature on the ground that is concentrating must succeed on a DC 25 Constitution saving throw or the creature’s concentration is broken.</p><p>The shock wave deals 100 thunder damage to all structures in contact with the ground in the area. If a creature is near a structure that collapses, the creature might be buried; a creature within half the distance of the structure’s height must make a DC 25 Dexterity saving throw. On a failed save, the creature takes 17 (5d6) bludgeoning damage, is knocked prone, and is trapped in the rubble. A trapped creature is restrained, requiring a successful DC 20 Strength (Athletics) check as an action to escape. Another creature within 5 feet of the buried creature can use its action to clear rubble and grant advantage on the check. If three creatures use their actions in this way, the check is an automatic success. On a successful save, the creature takes half as much damage and doesn’t fall prone or become trapped.</p><p></p><p><strong><u>LEGENDARY ACTIONS</u></strong></p><p>The zaratan 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 zaratan regains spent legendary actions at the start of its turn.</p><p></p><p><strong>Move.</strong> The zaratan moves up to its speed.</p><p><strong>Snap.</strong> Zaratan crushes a target grappled with its bite. The creature must make a DC 25 Constitution saving throw, taking 27 (6d8) piercing damage on a failure or half as much damage on a success.</p><p><strong>Attack (Costs 2 Actions). </strong>The zaratan makes one bite, stomp, or spit attack.</p><p><strong>Retract (Costs 2 Actions).</strong> Zaratan retracts into its shell. Until it takes its Emerge action, it has resistance to all damage, it is restrained, and it gains a +5 bonus to its AC and saving throws. The next time it takes a legendary action, it must take its Revitalize or Emerge action.</p><p><strong>Revitalize (Costs 2 Actions). </strong>Zaratan can use this option only if it is retracted in its shell. It regains 52 (5d20) hit points. The next time it takes a legendary action, it must take its Emerge action.</p><p><strong>Emerge (Costs 2 Actions).</strong> Zaratan emerges from its shell and uses Spit Rock. It can use this option only if it is retracted in its shell.</p><p></p><p><strong><u>ELITE ACTIONS</u></strong></p><p>If Zaratan's elite trait is active, it can use the options below as legendary actions for 1 hour after using Elemental Recharge.</p><p></p><p><strong>Harden Shell (Cost 2 Actions).</strong> Zaratan's AC increases to 25 until the start of its next turn.</p><p><strong>Trample (Costs 3 Actions). </strong>Zaratan moves up to its speed and it can enter the space of a Large or smaller creature. The first time it enters the space of a creature during this movement, it can make a stomp attack against that creature.</p></blockquote><p></p>
[QUOTE="dave2008, post: 8004368, member: 83242"] [ATTACH type="full" alt="zaratan.jpg"]132264[/ATTACH] [URL='https://www.artstation.com/artwork/AL06e'][SIZE=2]The Giant[/SIZE][/URL][SIZE=2] by Kalle[/SIZE] [B][SIZE=6]Zaratan, Primal Earth Elemental[/SIZE][/B] [I]Elite Gargantuan elemental, neutral[/I] [ATTACH type="full" alt="1599001598519.png"]125393[/ATTACH] [B]Armor Class[/B] 22 (Natural Armor) [B]Hit Points[/B] 614 (15d20 + 150; bloodied 307) [B]Speed [/B]40 ft., swim 40 ft. [ATTACH type="full" alt="1599001599412.png"]125394[/ATTACH] [TABLE] [TR] [TD][B]STR[/B][/TD] [TD][B]DEX[/B][/TD] [TD][B]CON[/B][/TD] [TD][B]INT[/B][/TD] [TD][B]WIS[/B][/TD] [TD][B]CHA[/B][/TD] [/TR] [TR] [TD]30 (+10)[/TD] [TD]10 (+0)[/TD] [TD]30 (+10)[/TD] [TD]2 (-4)[/TD] [TD]21 (+5)[/TD] [TD]18 (+4)[/TD] [/TR] [/TABLE] [ATTACH type="full" alt="1599001600650.png"]125395[/ATTACH] [B]Saving Throws [/B]Wis +12, Cha +11 [B]Skills[/B] Athletics +17 [B]Damage Vulnerabilities [/B]Thunder [B]Damage Resistances [/B]Cold, Fire, Lightning; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks [B]Damage Immunities [/B]Poison [B]Condition Immunities[/B] Exhaustion, Paralyzed, Petrified, Poisoned, Stunned [B]Senses[/B] Darkvision 120 ft., Tremorsense 240 ft., Passive Perception 15 [B]Languages[/B] -- [B]Challenge[/B] 22 (82,000 XP) [B]Proficiency Bonus[/B] +7 [ATTACH type="full" alt="1599001601959.png"]125396[/ATTACH] [B][I]Colossal. [/I][/B]Zaratan’s space is 75 feet by 75 feet. Any creature Large or smaller can enter its space and must do so to hit Zaratan with an attack with a reach or range of 10 feet or less. Additionally, any creature adjacent to a Medium or smaller target that is hit by one of Zaratan's melee attacks must make a DC 25 Dexterity saving throw or take the same damage as the initial target. [B][I]Elemental Recharge (Elite Trait, recharges after a short or long rest). [/I][/B]If Zaratan is bloodied, all conditions and effects it is suffering end for it, all of its abilities recharge, it can use elite actions, and it can immediately move up to half its speed and use earth-shaking movement trait. [I][B]Legendary Resistance (3/Day). [/B][/I]If the zaratan fails a saving throw, it can choose to succeed instead. [I][B]Limited Magic Resistance. [/B][/I]Against magic of 3rd level or lower, Zaratan has advantage on saving throws against spells and other magical effects and any creature that makes a spell attack against the colossus has disadvantage on the attack roll. [I][B]Magic Weapons.[/B][/I] The zaratan’s weapon attacks are magical. [I][B]Siege Monster. [/B][/I]The elemental deals double damage to objects and structures (included in Earth-Shaking Movement). [B][U]ACTIONS[/U][/B] [I][B]Bite. [/B]Melee Weapon Attack:[/I] +17 to hit, reach 25 ft., one target. Hit: 55 (10d8 + 10) piercing damage and the target must make a DC 25 Strength saving throw or be grappled. A grappled creature is also restrained and Zaratan cannot bite another creature until the grapple ends. [I][B]Stomp. [/B]Melee Weapon Attack[/I]: +17 to hit, reach 15 ft., one target. Hit: 54 (8d10 + 10) bludgeoning damage. [I][B]Spit Rock.[/B][/I] [I]Ranged Weapon Attack: [/I]+17 to hit, range 240 ft./480 ft., one target. Hit: 46 (8d8 + 10) bludgeoning damage. [I][B]Spew Debris (Recharge 5–6). [/B][/I]The zaratan exhales rocky debris in a 180-foot cone. Each creature in that area must make a DC 25 Dexterity saving throw. A creature takes 55 (10d10) bludgeoning damage on a failed save, or half as much damage on a successful one. A creature that fails the save by 5 or more is knocked prone. [B][U]BONUS ACTIONS[/U][/B] [I][B]Earth-Shaking Movement.[/B][/I] After moving at least 10 feet on the ground, Zaratan can send a shock wave through the ground in a 120-foot-radius circle centered on itself. That area becomes difficult terrain for 1 minute. Each creature on the ground that is concentrating must succeed on a DC 25 Constitution saving throw or the creature’s concentration is broken. The shock wave deals 100 thunder damage to all structures in contact with the ground in the area. If a creature is near a structure that collapses, the creature might be buried; a creature within half the distance of the structure’s height must make a DC 25 Dexterity saving throw. On a failed save, the creature takes 17 (5d6) bludgeoning damage, is knocked prone, and is trapped in the rubble. A trapped creature is restrained, requiring a successful DC 20 Strength (Athletics) check as an action to escape. Another creature within 5 feet of the buried creature can use its action to clear rubble and grant advantage on the check. If three creatures use their actions in this way, the check is an automatic success. On a successful save, the creature takes half as much damage and doesn’t fall prone or become trapped. [B][U]LEGENDARY ACTIONS[/U][/B] The zaratan 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 zaratan regains spent legendary actions at the start of its turn. [B]Move.[/B] The zaratan moves up to its speed. [B]Snap.[/B] Zaratan crushes a target grappled with its bite. The creature must make a DC 25 Constitution saving throw, taking 27 (6d8) piercing damage on a failure or half as much damage on a success. [B]Attack (Costs 2 Actions). [/B]The zaratan makes one bite, stomp, or spit attack. [B]Retract (Costs 2 Actions).[/B] Zaratan retracts into its shell. Until it takes its Emerge action, it has resistance to all damage, it is restrained, and it gains a +5 bonus to its AC and saving throws. The next time it takes a legendary action, it must take its Revitalize or Emerge action. [B]Revitalize (Costs 2 Actions). [/B]Zaratan can use this option only if it is retracted in its shell. It regains 52 (5d20) hit points. The next time it takes a legendary action, it must take its Emerge action. [B]Emerge (Costs 2 Actions).[/B] Zaratan emerges from its shell and uses Spit Rock. It can use this option only if it is retracted in its shell. [B][U]ELITE ACTIONS[/U][/B] If Zaratan's elite trait is active, it can use the options below as legendary actions for 1 hour after using Elemental Recharge. [B]Harden Shell (Cost 2 Actions).[/B] Zaratan's AC increases to 25 until the start of its next turn. [B]Trample (Costs 3 Actions). [/B]Zaratan moves up to its speed and it can enter the space of a Large or smaller creature. The first time it enters the space of a creature during this movement, it can make a stomp attack against that creature. [/QUOTE]
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