Almauzaroan, Ancient Awakened Terror: Difference between revisions
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Deep within the furthest twists and sodden paths of the [[Kern#Far Country|Far Country]] lies a peerless, malignant threat to the earth. | Deep within the furthest twists and sodden paths of the [[Kern#Far Country|Far Country]] lies a peerless, malignant threat to the earth. | ||
'''Almauzaroan''' is an insidiously, hypnotically evil creature. Fueled by an unintelligible, insatiable hunger, the loci’s only motivation is to consume and digest the earth until no sentient life is left, transforming it into a lifeless, empty garden.{{Statblock|name=Almauzaroan|size_alignment=Gargantuan Ooze [genius loci], Chaotic Evil|ac=12 (Natural armor)|hp=9,999|speed=5 ft., burrow 5 ft.|str=30|dex=2|con=30|int=4|wis=27|cha=26|saves=Str +18, Con +18, Wis +16, Proficiency Bonus +10|resistances=Bludgeoning, Piercing, and Slashing from nonmagical attacks that aren't magical|immunities=Acid, Poison|condition_immunities=Blinded, Charmed, Deafened, Exhaustion, Frightened, Paralyzed, Poisoned, Prone, Restrained, Sleep|senses=Blindsight 200 ft., Tremorsense 50 miles, Passive Perception 18|languages=Genius loci do not speak directly, but they may speak through their thrall using any language know to them|cr=40 (535,000 XP)|traits='''Unusual Nature.''' The genius loci does not require food, drink, air, or sleep. | '''Almauzaroan''' (''"Aal - mau - za - ro - en"'') is an insidiously, hypnotically evil creature. Fueled by an unintelligible, insatiable hunger, the genius loci’s only motivation is to consume and digest the earth until no sentient life is left, transforming it into a lifeless, empty garden.{{Statblock|name=Almauzaroan, Ancient Awakened Terror|size_alignment=Gargantuan Ooze [genius loci], Chaotic Evil|ac=12 (Natural armor)|hp=9,999|speed=5 ft., burrow 5 ft.|str=30|dex=2|con=30|int=4|wis=27|cha=26|saves=Str +18, Con +18, Wis +16, Proficiency Bonus +10|resistances=Bludgeoning, Piercing, and Slashing from nonmagical attacks that aren't magical|immunities=Acid, Poison|condition_immunities=Blinded, Charmed, Deafened, Exhaustion, Frightened, Paralyzed, Poisoned, Prone, Restrained, Sleep|senses=Blindsight 200 ft., Tremorsense 50 miles, Passive Perception 18|languages=Genius loci do not speak directly, but they may speak through their thrall using any language know to them|cr=40 (535,000 XP)|traits='''Unusual Nature.''' The genius loci does not require food, drink, air, or sleep. | ||
'''Healing Factor.''' If the genius loci has at least 1 hit point, it heals itself for 98 (12d12 + 20) hit points at the start of each of its’ turns. | '''Healing Factor.''' If the genius loci has at least 1 hit point, it heals itself for 98 (12d12 + 20) hit points at the start of each of its’ turns. | ||
Latest revision as of 01:03, 30 July 2026
Deep within the furthest twists and sodden paths of the Far Country lies a peerless, malignant threat to the earth.
Almauzaroan ("Aal - mau - za - ro - en") is an insidiously, hypnotically evil creature. Fueled by an unintelligible, insatiable hunger, the genius loci’s only motivation is to consume and digest the earth until no sentient life is left, transforming it into a lifeless, empty garden.
Almauzaroan, Ancient Awakened Terror
INT 4 (-3) WIS 27 (+8) CHA 26 (+8)
Unusual Nature. The genius loci does not require food, drink, air, or sleep.
Healing Factor. If the genius loci has at least 1 hit point, it heals itself for 98 (12d12 + 20) hit points at the start of each of its’ turns.
Constrict. The genius loci has advantage on attacks made against targets it is grappling.
Living Landscape. While the genius loci remains motionless, it is indistinguishable from a normal natural landscape. A character who succeeds on a DC 30 Survival Check will notice something is amiss, but it’s not immediately apparent what.
Magic Weapons. The genius loci’s weapon attacks are counted as magical.
Multiattack. The genius loci makes four slam attacks and then up to four crush attacks if able. It cannot target the same creature with more than one crush attack.
Slam. Melee Weapon Attack: +20 to hit, reach 15 ft., one creature. Hit: 43 (6d10 + 15) bludgeoning damage and the target is grappled (escape DC 22). If the target is already grappled by the genius loci, it becomes restrained.
Crush. Melee Weapon Attack: +20 to hit, reach 15 ft., one creature grappled by the genius loci. Hit: 43 (6d10 + 15) bludgeoning damage.
Enthrall. The genius loci attempts to gain permanent control over the mind of another creature that is within 15 feet of it. The target must succeed on a DC 30 Intelligence Saving Throw or become charmed by the genius loci. This charm effect lasts until the target is killed, the genius loci is killed, or until the genius loci chooses to release the target from its enthrallment. The genius loci can have only one creature charmed in this way at a time. While charmed in this way the target has a telepathic link with the genius loci. The genius loci is always aware of where the target is, and what they’re doing. The target must obey all commands given to it by the genius loci unless those commands directly conflict with the target’s nature. If the target is commanded to do something they would not normally do, they can attempt a DC 26 Wisdom Saving Throw at disadvantage to avoid carrying out the command. If they are successful, they do not have to carry out the command and they may make all future Saving Throws to resist the same command without disadvantage. The target may not knowingly do anything to attempt to break free of its enthrallment.The genius loci 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 genius loci regains spent legendary actions at the start of its turn.
Quake. The genius loci shakes its body. All creatures standing on the genius loci must succeed on a DC 22 Dexterity Saving Throw or be knocked prone.
Slam. The genius loci makes a slam attack.
Quicksand (Costs 2 Actions). A 30-foot square on the surface of the genius loci’s body becomes soft and viscous. All creatures standing in that area must succeed on a DC 22 Dexterity Saving Throw or be grappled (escape DC 22) by the genius loci.