21 (natural armor)
307 (15d20+150)
walk 40 ft., swim 40 ft.
Wis +12, Cha +11
cold, fire, lightning; bludgeoning, piercing, slashing from nonmagical attacks
thunder
poison
exhaustion, paralyzed, petrified, poisoned, stunned
darkvision 60 ft., tremorsense 60 ft.
22
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 difficult terrain 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.
If the zaratan fails a saving throw, it can choose to succeed instead.
The zaratan's weapon attacks are magical.
The elemental deals double damage to objects and structures (included in Earth-Shaking Movement).
The zaratan makes two attacks: one with its bite and one with its stomp.
Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: 28 (4d8 + 10) piercing damage.
Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: 26 (3d10 + 10) bludgeoning damage.
Ranged Weapon Attack: +17 to hit, range 120/240 ft., one target. Hit: 31 (6d8 + 10) bludgeoning damage.
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.
The elemental can take 6 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The elemental regains spent legendary actions at the start of its turn.
The zaratan makes one stomp attack.
The zaratan moves up to its speed.
The zaratan uses Spit Rock.
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.
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.
The zaratan emerges from its shell and uses Spit Rock. It can use this option only if it is retracted in its shell.
21 (natural armor)
307 (15d20 + 150)
walk 40 ft., swim 40 ft.
Wis +12, Cha +11
cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
poison
exhaustion, paralyzed, petrified, poisoned, stunned
darkvision 60 ft., tremorsense 60 ft.
—
22
+7
If the zaratan fails a saving throw, it can choose to succeed instead.
The elemental deals double damage to objects and structures (included in Earth-Shaking Movement).
The zaratan makes one Bite attack and one Stomp attack.
Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: 28 (4d8 + 10) force damage.
Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: 26 (3d10 + 10) thunder damage.
Ranged Weapon Attack: +17 to hit, range 120 ft./240 ft., one target. Hit: 31 (6d8 + 10) force damage.
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.
After moving at least 10 feet on the ground, the zaratan sends a shock wave through the ground in a 120-foot-radius circle centered on itself. That area becomes difficult terrain 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.
The zaratan can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The zaratan regains spent legendary actions at the start of its turn.
The zaratan makes one Stomp attack.
The zaratan moves up to its speed.
The zaratan makes one Spit Rock attack.
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.
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.
The zaratan emerges from its shell and makes one Spit Rock attack. It can use this option only if it is retracted in its shell.
25 (natural armor)
507 (26d20+234)
walk 10 ft., swim 50 ft.
Int +8, Wis +8, Cha +8
fire, lightning, thunder; bludgeoning, piercing, slashing
cold, poison
frightened, paralyzed, poisoned
blindsight 120 ft.
Aquan
26
The zaratan ignores any attack against its shell that doesn't do 30 points of damage or more. Attacking the zaratan's head or flippers bypasses this trait.
The zaratan breathes air, but it can hold its breath for years.
While the zaratan remains motionless on the surface of the ocean (except for drifting) it is indistinguishable from a small island.
The zaratan does double damage to objects and structures.
The zaratan makes one bite attack and two flipper attacks.
Melee Weapon Attack: +18 to hit, reach 10 ft., one target. Hit: 26 (3d10 + 10) piercing damage and the target is grappled (escape DC 20). Until the grapple ends, the target is restrained and the zaratan can't bite another target.
Melee Weapon Attack: +18 to hit, reach 15 ft., one target. Hit: 19 (2d8 + 10) bludgeoning damage and the target must succeed on a DC 26 Strength saving throw or be pushed 10 feet away from the zaratan.
The zaratan makes one bite attack against a Huge or smaller creature it is grappling. If the attack hits, the target takes 26 (3d10 + 10) piercing damage, is swallowed, and the grapple ends. A swallowed creature is blinded and restrained, but has total cover against attacks and effects outside the zaratan. A swallowed creature takes 28 (8d6) acid damage at the start of each of the zaratan's turns. The zaratan can have any number of creatures swallowed at once. If the zaratan takes 40 damage or more on a single turn from a creature inside it, the zaratan must succeed on a DC 20 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 zaratan. If the zaratan dies, swallowed creatures are no longer restrained and can escape by using 30 feet of movement, exiting prone.
Only one legendary action option can be used at a time and only at the end of another creature's turn. The zaratan regains spent legendary actions at the start of its turn.
The zaratan moves up to half its speed.
The zaratan makes one flipper attack.
The zaratan makes one bite attack or uses Swallow.