GreatestHonor
Explorer
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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.
Fighting the Adamantoise
Fighting the adamantoise is a colossal undertaking even for the most experienced of adventuring parties. A GM should keep the following in mind while running a combat encounter with the adamantoise:- The adamantoise far exceeds the size category of “Gargantuan”, but its body lays flat to the ground, barring any creature from entering it. Only by successfully climbing the adamantoise or flying above it can a creature share its space.
- The adamantoise is a grueling seemingly never-ending fight. It near-limitless hit points and powerful AOE attacks can quickly result in a TPK. Ensure the party has an abundance of healing and powerful equipment to combat this.
- The adamantoise acts similar to that of a common animal. It will likely not initiate combat, but it will instinctively attack whichever creature did the most damage to it since the end of its last turn.
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.Adamantite Bangle
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 (including those already gained) and rolling hit dice for traits, abilities, and regaining hit points during a short or long rest.
REGIONAL EFFECTS
The adamantoise is a mythical creature of titanic 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.
Adamantoise
Gargantuan Beast (Titan), Unaligned
Armor Class 18 (Natural Armor)
Hit Points 574 (28d20 + 280)
Speed 5 ft.
Initiative 5 (-5)
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 500-foot by 500-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 Resistance (4/Day). Whenever the adamantoise fails a saving throw, it can choose to succeed instead.
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 and sleeping, it is indistinguishable from a normal mountain. Retreating into or coming out of its shell its shell takes the adamantoise 1 minute, 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, loses all unwanted conditions and effects, and recharges it’s Shockwave action and any expended uses of its Legendary Resistance trait. 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, 120-foot long line starting from it. All creatures in this area must make a DC 27 Dexterity saving throw, taking 75 (10d12 + 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 105 (30d6) 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.
BONUS ACTIONS
Earthquake. The adamantoise shakes the ground around it in a 1,000-foot radius. Each creature in this area must make a Dexterity saving throw. On a failed save, a creature takes 42 (12d6) bludgeoning damage, is knocked Prone, and its Concentration is broken.
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