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<blockquote data-quote="Paul Farquhar" data-source="post: 9250434" data-attributes="member: 6906155"><p>A slightly different take:</p><p></p><p><strong>Sharknado</strong></p><p></p><p>Gargantuan Elemental, Typically Chaotic Evil</p><p></p><p><strong>Armor Class</strong> 19</p><p></p><p><strong>Hit Points</strong> 264 (16d20 + 96)</p><p></p><p><strong>Speed</strong> 0 ft., fly 120 ft. (hover)</p><p></p><p>STR</p><p>23 (+6)</p><p>DEX</p><p>11 (+0)</p><p>CON</p><p>21 (+5)</p><p>INT</p><p>1 (−5)</p><p>WIS</p><p>10 (+0)</p><p>CHA</p><p>5 (-4)</p><p><strong>Saving Throws</strong> STR 13, CON +12</p><p><strong>Damage Resistances</strong> lightning, poison, thunder</p><p><strong>Damage Immunities</strong> bludgeoning, piercing, and slashing,</p><p><strong>Condition Immunities</strong> charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned</p><p><strong>Senses</strong> Blindsight 120 ft. (Blind beyond this radius) Passive Perception 17</p><p></p><p><strong>Languages</strong> —</p><p></p><p><strong>Challenge</strong> 23 (50,000 XP) <strong>Proficiency Bonus</strong> +7</p><p></p><p></p><p><em><strong>Legendary Resistance (3/Day).</strong></em> If the Sharknado fails a saving throw, it can choose to succeed instead.</p><p></p><p><em><strong>Living Storm.</strong></em> The Sharknado is always at the centre of a storm 1d6 + 4 miles in diameter. Heavy precipitation in the form of either rain or snow falls there, causing the area to be lightly obscured. Heavy rain also extinguishes open flames and imposes disadvantage on Wisdom (Perception) checks that rely on hearing. In addition, strong winds swirl in the area covered by the storm. The winds impose disadvantage on ranged attack rolls. They also extinguish open flames and disperse fog.</p><p></p><p><em><strong>Siege Monster.</strong></em> The Sharknado deals double damage to objects and structures.</p><p></p><p><strong>Actions</strong></p><p></p><p><em><strong>Multiattack.</strong></em></p><p>The Sharknado can make three Bite attacks and uses it's Storm of Teeth ability.</p><p></p><p><em><strong>Bite.</strong> Melee Weapon Attack:</em> +13 to hit, reach 10 ft., one target. <em>Hit:</em> 22 (3d10 + 6) piercing damage.</p><p></p><p><strong>Storm of Teeth.</strong></p><p>Any creatures within the sharknados space must make a DC 21 dexterity save or take 3d10+6 piercing damage and be knocked prone.</p><p></p><p><strong>Spawn Shark (Recharge 5-6).</strong></p><p><em>Ranged Weapon Attack:</em> +13 to hit, Range 120 ft., one target. <em>Hit:</em> 22 (3d10 + 6) bludgeoning damage.</p><p>The giant shark spawns in a space adjacent to the target irrespective of if the attack hits or misses. is under the control of the Sharknado and takes it's turn immediately afterwards.</p><p></p><p><strong>Legendary Actions</strong></p><p>The Sharknado 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 tempest regains spent legendary actions at the start of its turn.</p><p></p><p><strong>Bite (1 action).</strong> The Sharknado uses it's bite attack.</p><p><strong>Spawn Another Shark (2 actions)</strong>. The Sharknado immediately recharges and uses its Spawn Shark attack.</p></blockquote><p></p>
[QUOTE="Paul Farquhar, post: 9250434, member: 6906155"] A slightly different take: [B]Sharknado[/B] Gargantuan Elemental, Typically Chaotic Evil [B]Armor Class[/B] 19 [B]Hit Points[/B] 264 (16d20 + 96) [B]Speed[/B] 0 ft., fly 120 ft. (hover) STR 23 (+6) DEX 11 (+0) CON 21 (+5) INT 1 (−5) WIS 10 (+0) CHA 5 (-4) [B]Saving Throws[/B] STR 13, CON +12 [B]Damage Resistances[/B] lightning, poison, thunder [B]Damage Immunities[/B] bludgeoning, piercing, and slashing, [B]Condition Immunities[/B] charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned [B]Senses[/B] Blindsight 120 ft. (Blind beyond this radius) Passive Perception 17 [B]Languages[/B] — [B]Challenge[/B] 23 (50,000 XP) [B]Proficiency Bonus[/B] +7 [I][B]Legendary Resistance (3/Day).[/B][/I] If the Sharknado fails a saving throw, it can choose to succeed instead. [I][B]Living Storm.[/B][/I] The Sharknado is always at the centre of a storm 1d6 + 4 miles in diameter. Heavy precipitation in the form of either rain or snow falls there, causing the area to be lightly obscured. Heavy rain also extinguishes open flames and imposes disadvantage on Wisdom (Perception) checks that rely on hearing. In addition, strong winds swirl in the area covered by the storm. The winds impose disadvantage on ranged attack rolls. They also extinguish open flames and disperse fog. [I][B]Siege Monster.[/B][/I] The Sharknado deals double damage to objects and structures. [B]Actions[/B] [I][B]Multiattack.[/B][/I] The Sharknado can make three Bite attacks and uses it's Storm of Teeth ability. [I][B]Bite.[/B] Melee Weapon Attack:[/I] +13 to hit, reach 10 ft., one target. [I]Hit:[/I] 22 (3d10 + 6) piercing damage. [B]Storm of Teeth.[/B] Any creatures within the sharknados space must make a DC 21 dexterity save or take 3d10+6 piercing damage and be knocked prone. [B]Spawn Shark (Recharge 5-6).[/B] [I]Ranged Weapon Attack:[/I] +13 to hit, Range 120 ft., one target. [I]Hit:[/I] 22 (3d10 + 6) bludgeoning damage. The giant shark spawns in a space adjacent to the target irrespective of if the attack hits or misses. is under the control of the Sharknado and takes it's turn immediately afterwards. [B]Legendary Actions[/B] The Sharknado 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 tempest regains spent legendary actions at the start of its turn. [B]Bite (1 action).[/B] The Sharknado uses it's bite attack. [B]Spawn Another Shark (2 actions)[/B]. The Sharknado immediately recharges and uses its Spawn Shark attack. [/QUOTE]
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