Gargantuan elemental (elder elemental), neutral
Armor Class 21 (natural armor)
Hit Points 307 (15d20 + 150)
Speed 40 ft., swim 40 ft.
Proficiency Bonus +7
Proficiency Bonus +6 (5th Edition Advanced Mode)
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
30 (+10) | 10 (+0) | 30 (+10) | 2 (-4) | 21 (+5) | 18 (+4) |
Saving Throws (suggested) Str +17, Con +17, Wis +12, Cha +11
Saving Throws Wis +12, Cha +11
Damage vulnerabilities thunder
Damage Resistances cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities poison
Condition Immunities exhaustion, paralyzed, petrified, poisoned, stunned
Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 15
Languages –
Challenge 22 (41000 XP)
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 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 with in 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 ft./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 ACTIONS
The zaratan 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 zaratan regains spent legendary actions at the start of its turn.
- 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.
5th Edition Advanced Mode
Limiting the power of a character and making the overall difficulty of the game harder, does not reduce the creativity, indeed it does quite the opposite.
The Game Master has the option to use any and all of the instances proposed in this guide, or just some of them according to their preference.
It is the lack of something that move and motivate characters, not the abundance of it
DESCRIPTION
A zaratan is a colossal creature that resembles a turtle with a rocky shell. It is native to the elemental plane of Earth, but it can sometimes be found on the Prime Material plane, where it is often mistaken for a small island. A zaratan has a massive mouth that can spew rocks and debris, as well as three pairs of limbs that can crush anything in their path. A zaratan has no eyes, but it can sense its surroundings through darkvision and tremorsense. It can also communicate telepathically with other creatures that share a language with it.
COMBAT
A zaratan is not usually hostile, unless it is hungry, threatened, or disturbed from its slumber. It can use its enormous size and strength to create shock waves, stomp on its enemies, bite with its powerful jaws, or spit rocks at a distance. A zaratan is resistant to most types of damage, except thunder, which can harm its sensitive hearing. A zaratan is also affected by some spells differently than other creatures, such as move earth, stone to flesh, transmute rock, passwall, and phase door.
HABITAT / SOCIETY
A zaratan lives in the depths of the earth or the seas, where it can find abundant sources of minerals and gems, which are its main food. A zaratan spends most of its time sleeping, often for decades or centuries at a time. When it sleeps, it floats on the surface of the water or burrows into the ground, creating pockets of air where vegetation and wildlife can grow. Some zaratans allow small villages or pirate bases to settle on their shells, as long as they do not disturb them or offer them tribute. A zaratan is solitary by nature, but it can occasionally mate with another zaratan of the opposite sex, or form alliances with other creatures of earth.
ECOLOGY
A zaratan plays an important role in the ecology of the Underdark and the elemental plane of Earth, as it recycles the metals and gems that are otherwise wasted or hoarded by other creatures. A zaratan’s digestive system can extract the pure elements from any material it consumes, leaving behind only dust and gravel. A zaratan’s excrement is highly sought after by alchemists and artificers, as it contains rare and valuable substances. A zaratan’s body parts are also useful for crafting weapons and armor, as they are extremely hard and durable. A zaratan’s lifespan is unknown, but some legends say that they can live for millennia or even eons.