Monster
Zaratan
Outside your table’s allowed sources
Official reference · MTF · 2014
- Creature type
- Elemental
- Size
- Gargantuan
- Armor class
- 21 (natural armor)
- Hit points
- 307 (15d20 + 150)
- Speed
- Walk 40 ft., Swim 40 ft.
- Challenge rating
- 22
- Alignment
- Neutral
- Strength
- 30
- Dexterity
- 10
- Constitution
- 30
- Intelligence
- 2
- Wisdom
- 21
- Charisma
- 18
- Passive Perception
- 15
- Saving Throws
- wis: +12; cha: +11
- Senses
- darkvision 60 ft., tremorsense 60 ft.
- Resistances
- cold, fire, lightning, resist: bludgeoning, piercing, slashing; note: from nonmagical attacks; cond: True
- Immunities
- poison
- Condition Immunities
- exhaustion, paralyzed, petrified, poisoned, stunned
- Vulnerabilities
- thunder
Traits
Earth-Shaking Movement
As a bonus action after moving at least 10 feet on the ground, the zaratan can send a shock wave through the ground in a 120-foot-radius circle centered on itself. That area becomes 3 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.
Legendary Resistance (3/Day)
If the zaratan fails a saving throw, it can choose to succeed instead.
Magic Weapons
The zaratan's weapon attacks are magical.
Siege Monster
The elemental deals double damage to objects and structures (included in Earth-Shaking Movement).
Actions
Multiattack
The zaratan makes two attacks: one with its bite and one with its stomp.
Bite
Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: 28 (4d8 + 10) piercing damage.
Stomp
Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: 26 (3d10 + 10) bludgeoning damage.
Spit Rock
Ranged Weapon Attack: +17 to hit, range 120/240 ft., one target. Hit: 31 (6d8 + 10) bludgeoning damage.
Spew Debris (Recharge 5–6)
The zaratan exhales rocky debris in a 90-foot cube. Each creature in that area must make a DC 25 Dexterity saving throw. A creature takes 33 (6d10) 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.
Legendary action uses: 3. The creature can use one option at the end of another creature’s turn and regains spent uses at the start of its turn.
Legendary actions
Stomp
The zaratan makes one stomp attack.
Move
The zaratan moves up to its speed.
Spit (Costs 2 Actions)
The zaratan uses Spit Rock.
Retract (Costs 2 Actions)
The zaratan retracts into its shell. Until it takes its Emerge action, it has resistance to all damage, and it is restrained. The next time it takes a legendary action, it must take its Revitalize or Emerge action.
Revitalize (Costs 2 Actions)
The 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.
Emerge (Costs 2 Actions)
The zaratan emerges from its shell and uses Spit Rock. It can use this option only if it is retracted in its shell.