THE SHARED REFERENCE Adventurer

Monster

Zaratan

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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.

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