GreatestHonor
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The largest and oldest living creature known to man. Said to have been born at the dawn of time itself, the adamantoise first appears in documents produced circa the advent of the Kingdom of Lucis. According to said records, metal procured from its shell was used in the construction of conduits used to channel the Crystal’s power into the Wall around the Crown City.
Adamantoise
Gargantuan Beast (Titan), Unaligned
Armor Class 20 (Natural Armor)
Hit Points 656 (32d20 + 320)
Speed 5 ft.
Saving Throws Str +19, Con +19, Cha + 6
Damage Resistance acid, cold, fire, force, lightning, thunder
Damage Immunities poison; bludgeoning, piercing and slashing from nonmagical weapons
Condition Immunities Charmed, Frightened, Grappled, Invisible, Restrained, Prone
Senses tremorsense 1 mile, passive Perception 8
Languages Understands all but cannot speak.
Challenge 30 (155,000 XP) Proficiency Bonus +9
Adamantoise-Sized. The adamantoise occupies a 250-foot by 250-foot area, and is 300 feet tall. No creature can enter its space without climbing on it and doing so requires a successful DC 17 Strength (Athletics) check at the start of the creature’s turn. If a creature successfully climbs atop the adamantoise it can walk atop it as if it were difficult terrain. While in this area, a creature must succeed a DC 14 Dexterity saving throw at the start of each of its turns, or be knocked Prone. If a creature fails the saving throw by 5 or more it is thrown off the adamantoise into an unoccupied space adjacent to the adamantoise, falling if it has no way of holding itself aloft. Additionally, while in this area, a creature has Advantage on attack rolls against the adamantoise and has its critical range increased by 1.
Immortal. The adamantoise does not age and cannot be aged magically. It can survive without any food or water for 50 years at a time by hibernating, after which it awakens.
Legendary Weapons. The adamantoise’s attacks are considered magical for the purpose of overcoming damage resistances and immunities.
Living Mountain. The adamantoise is immune to forced movement as well as any effect that would teleport it or banish it to another plane of existence. In addition, while the adamantoise is motionless and retreated into its shell or sleeping, it is indistinguishable from a normal mountain. Retreating into or coming out of its shell its shell takes the adamantoise 10 minutes, and while retreated into its shell or sleeping, the adamantoise is immune to all damage and conditions.
Unerring Ability. Whenever the adamantoise rolls a Strength or Constitution skill check or saving throw it considers any roll of 19 or lower a roll of 20.
Vulnerable Eyes. Each of the adamantoise’s eyes can be targeted separately, each has an AC of 12 and 100 hit points, and can only be targeted by an attack with a range or reach of 60 feet or more. A creature who has climbed atop the adamantoise (see Adamantoise-Sized), only needs a reach or range of 15 feet to target an eye. When one of the adamantoise’s eye is reduced to 0 hit points, it has Disadvantage on Wisdom (Perception) checks relying on sight, and it begins to roll a d20 at the end of each of its turns. Until it rolls a natural 20, the adamantoise is Stunned, and considered vulnerable to all damage. If both of the adamantoise’s eyes are reduced to 0 hit points, the adamantoise is Blinded until at least one eye is restored to full hit points. Each of the adamantoise’s eyes regenerate and regain all hit points after a long rest.
Primordial Might (5/Day). When adamantoise is reduced to 0 hit points, it regains all hit points and casts the spell earthquake in a 1 mile radius around itself. For each time a party activates this trait, reward an additional 155,000 XP (930,000 total).
ACTIONS
Head Slam. The adamantoise slams its head on the ground in a 30-foot wide, 90-foot long line starting from it. All creatures in this area must make a DC 27 Dexterity saving throw, taking 62 (8d12 + 10) bludgeoning damage on a failed save, or half as much on a success. If a creature takes any amount of damage from this attack, it must succeed on a DC 27 Constitution saving throw or be Stunned until the end of its next turn.
Shockwave (Recharge 6). All creatures within 300 feet of the adamantoise must make a DC 27 Constitution saving throw, taking 84 (24d6) thunder damage and become Stunned until the end of its next turn on a failed save, or half as much damage and not becoming Stunned on a successful save.
Innate Spellcasting. The adamantoise’s spellcasting ability is Charisma (spell save DC 12, +2 to hit with spell attacks). It can innately cast the following spells, requiring no components:
At will: earth tremor
3/day each: earthquake
BONUS ACTIONS
Spellcast. The adamantoise casts an at-will spell.
REGIONAL EFFECTS
The adamantoise is a mythical creature of deific power, its mere presence brings about changes in the area they reside.
Adamantoise
Gargantuan Beast (Titan), Unaligned
Armor Class 20 (Natural Armor)
Hit Points 656 (32d20 + 320)
Speed 5 ft.
STR | DEX | CON | INT | WIS | CHA |
30 (+10) | 1 (-5) | 30 (+10) | 5 (-3) | 6 (-2) | 4 (-3) |
Saving Throws Str +19, Con +19, Cha + 6
Damage Resistance acid, cold, fire, force, lightning, thunder
Damage Immunities poison; bludgeoning, piercing and slashing from nonmagical weapons
Condition Immunities Charmed, Frightened, Grappled, Invisible, Restrained, Prone
Senses tremorsense 1 mile, passive Perception 8
Languages Understands all but cannot speak.
Challenge 30 (155,000 XP) Proficiency Bonus +9
Adamantoise-Sized. The adamantoise occupies a 250-foot by 250-foot area, and is 300 feet tall. No creature can enter its space without climbing on it and doing so requires a successful DC 17 Strength (Athletics) check at the start of the creature’s turn. If a creature successfully climbs atop the adamantoise it can walk atop it as if it were difficult terrain. While in this area, a creature must succeed a DC 14 Dexterity saving throw at the start of each of its turns, or be knocked Prone. If a creature fails the saving throw by 5 or more it is thrown off the adamantoise into an unoccupied space adjacent to the adamantoise, falling if it has no way of holding itself aloft. Additionally, while in this area, a creature has Advantage on attack rolls against the adamantoise and has its critical range increased by 1.
Immortal. The adamantoise does not age and cannot be aged magically. It can survive without any food or water for 50 years at a time by hibernating, after which it awakens.
Legendary Weapons. The adamantoise’s attacks are considered magical for the purpose of overcoming damage resistances and immunities.
Living Mountain. The adamantoise is immune to forced movement as well as any effect that would teleport it or banish it to another plane of existence. In addition, while the adamantoise is motionless and retreated into its shell or sleeping, it is indistinguishable from a normal mountain. Retreating into or coming out of its shell its shell takes the adamantoise 10 minutes, and while retreated into its shell or sleeping, the adamantoise is immune to all damage and conditions.
Unerring Ability. Whenever the adamantoise rolls a Strength or Constitution skill check or saving throw it considers any roll of 19 or lower a roll of 20.
Vulnerable Eyes. Each of the adamantoise’s eyes can be targeted separately, each has an AC of 12 and 100 hit points, and can only be targeted by an attack with a range or reach of 60 feet or more. A creature who has climbed atop the adamantoise (see Adamantoise-Sized), only needs a reach or range of 15 feet to target an eye. When one of the adamantoise’s eye is reduced to 0 hit points, it has Disadvantage on Wisdom (Perception) checks relying on sight, and it begins to roll a d20 at the end of each of its turns. Until it rolls a natural 20, the adamantoise is Stunned, and considered vulnerable to all damage. If both of the adamantoise’s eyes are reduced to 0 hit points, the adamantoise is Blinded until at least one eye is restored to full hit points. Each of the adamantoise’s eyes regenerate and regain all hit points after a long rest.
Primordial Might (5/Day). When adamantoise is reduced to 0 hit points, it regains all hit points and casts the spell earthquake in a 1 mile radius around itself. For each time a party activates this trait, reward an additional 155,000 XP (930,000 total).
ACTIONS
Head Slam. The adamantoise slams its head on the ground in a 30-foot wide, 90-foot long line starting from it. All creatures in this area must make a DC 27 Dexterity saving throw, taking 62 (8d12 + 10) bludgeoning damage on a failed save, or half as much on a success. If a creature takes any amount of damage from this attack, it must succeed on a DC 27 Constitution saving throw or be Stunned until the end of its next turn.
Shockwave (Recharge 6). All creatures within 300 feet of the adamantoise must make a DC 27 Constitution saving throw, taking 84 (24d6) thunder damage and become Stunned until the end of its next turn on a failed save, or half as much damage and not becoming Stunned on a successful save.
Innate Spellcasting. The adamantoise’s spellcasting ability is Charisma (spell save DC 12, +2 to hit with spell attacks). It can innately cast the following spells, requiring no components:
At will: earth tremor
3/day each: earthquake
BONUS ACTIONS
Spellcast. The adamantoise casts an at-will spell.
REGIONAL EFFECTS
The adamantoise is a mythical creature of deific power, its mere presence brings about changes in the area they reside.
- All terrain within 1,000 feet of the adamantoise becomes difficult terrain over the course of 1d4 years.
- Water sources within 5 miles of the adamantoise for 2d6 years or more, dry up in that time, leading to drought.
Slaying the Adamantoise.
If a party succeeds in slaying the adamantoise, they can make a DC 22 Wisdom (Nature) check to discern the composition of the adamantoise’s body. A successful check reveals veins of adamantine in its shell and trace amounts in its skin. A party can spend up to 360 days of downtime harvesting the adamantine for 8 hours a day, gaining 100 pounds each day (36,000 lbs. total). In addition, the heart of the adamantoise can be forged into a powerful talisman (See below).Adamantite Bangle
Wondrous Item, Artifact (requires attunement)
While attuned to and wearing this item, you gain the following benefits:
Wondrous Item, Artifact (requires attunement)
While attuned to and wearing this item, you gain the following benefits:
- Your Constitution score is increased to 30
- You gain 20 hit dice. The size of these hit dice is equal to the size of your classes hit dice. If you have more than one class, then they are the same size as the largest hit dice.
- You always gain the maximum possible value from hit dice. This applies both to your maximum hit points and rolling hit dice for traits, abilities, and/or regaining hit points during a short or long rest.
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