Drawing commissioned from Deivid Nogueira
Created by Arcantos, the Primordial Lich. The fusion of sunken ships and the carcasses of sea creatures into a maritime monstrosity. The result is a titanic mixture of golem and undead, whale and carrack. The stories of survivors indicate that only one such monster exists, but it changes and grows as it absorbs more ships and prey.
The testimony of Garos, an imperial sailor, swears that the crews taken by the beast aren't absorbed, but swallowed and kept alive to be taken to Neftul. He describes the monster's interior as a dungeon of flesh and wood, where he found jailers keeping hundreds of prisoners, supplies, wealth from destroyed ships and even a pirate crew. The latter helped him find enough dry gunpowder to burst open a hole in Shanobog so they might escape. Garos can now be found at the Camulian Hospital in Noster Amaranthi.
Another testimony, coming from the admiral Federick of Abalm, claims that a abalmian fleet managed to kill the beast once they had the support of leyships. Shanobog's return, months later, was a complete surprise. Abalmian spies infiltrated Neftul and, at the cost of many lives, found out the reason. Arcantos keeps an artefact called the Heart of Shanobog inside Neftul, which works akin to a lich's phylactery: as long as it remains intact, Shanobog shall rebuild itself from sea corpses and sunken ships.
Shanobog
Gargantuan construct, chaotic evilArmor Class 19 (natural armor)
Hit Points 388 (25d20 + 125)
Speed swim 60 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
30 (+10) | 10 (+0) | 20 (+5) | 12 (+1) | 16 (+3) | 10 (+0) |
Damage Immunities necrotic; poison; bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine weapons
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses blindsight 180 ft., darkvision 120 ft., passive Perception 13
Languages understands Common and Deep Speech but can't speak, telepathy 120 ft.
Challenge 23
- Echolocation. The shanobog can't use its blindsight while deafened
- Immutable Form. The shanobog is immune to any spell or effect that would alter its form.
- Keen Hearing. The shanobog has advantage on Wisdom (Perception) checks that rely on hearing.
- Magic Resistance. The shanobog has advantage on saving throws against spells and other magical effects.
- Magic Weapons. The shanobog's weapon attacks are magical.
- Siege Monster. The shanobog deals double damage to objects and structures.
ACTIONS
Multiattack. The shanobog makes six tentacle attacks.
- Bite. Melee Weapon Attack: +17 to hit, reach 5 ft., one target. Hit: 23 (3d8 + 10) piercing damage.
- Tentacle. Melee Weapon Attack: +17 to hit, reach 40 ft., one target. Hit: Hit: 23 (4d6 + 10) bludgeoning damage, and the target is grappled (escape DC 18). Until this grapple ends, the target is restrained (DC 18). The shanobog has sixteen tentacles, each of which can grapple one target.
- Rot Breath (Recharge 5-6). The shanobog exhales necromantic energy in a 120-foot cone. Each creature in that area must make a DC 20 Constitution saving throw, taking 56 (16d6) necrotic damage on a failed save, or half as much damage on a successful one.
- Swallow. Melee Weapon Attack: +17 to hit, reach 5 ft., one target. Hit: the target is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the shanobog. It doesn't take acid damage, for the shanobog's purpose is to transport its prisoners alive to Neftul. If the shanobog takes 60 damage or more on a single turn from a creature inside it, the shanobog must succeed on a DC 25 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the shanobog. If the shanobog dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 60 feet of movement, exiting prone.
LEGENDARY ACTIONS
The Shanobog 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 Shanobog regains spent
legendary actions at the start of its turn.
- Absorb (Costs 3 Actions). All creatures grappled by the shanobog start to be absorbed by it, being consumed in the process while it regenerates. The target suffers 14 (4d6) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the shanobog regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.
- Chomp (Costs 2 Actions). The shanobog makes one bite attack or uses its Swallow.
- Move. The shanobog moves up to half its speed.
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