Groudon (5e Creature)
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Groudon
Gargantuan elemental, neutral Armor Class 20 (natural armor)
Saving Throws Int +10, Wis +12, Cha +12 Legendary Resistance (3/Day). If Groudon fails a saving throw, it can choose to succeed instead. Magic Weapons. Groudon's weapon attacks are magical. Siege Monster. Groudon deals double damage to objects and structures. Earth Glide. Groudon can burrow through nonmagical, unworked earth and stone. While doing so, Groudon doesn't disturb the material it moves through. Additionally difficult terrain composed of rock doesn't cost it extra movement. Earth Sweeper. As a bonus action on its turn, Groudon can transform the ground in a 30-foot radius around it into difficult terrain. Alternatively, it can transform the ground around it into normal terrain if it is already difficult terrain. This change lasts for 1 hour. Innate Spellcasting. Groudon's innate spellcasting ability is Charisma (spell save DC 20, +12 to hit with spell attacks). It can innately cast the following spells, requiring no material components: at will: create or destroy water (destroy only, 6th level), meld into stone, move earth, wall of stone at will (Primal Form Only): fireball, wall of fire Drought. Groudon radiates an aura of dehydration in a 15-foot radius around it, which it can deactivate or activate as a bonus action. The area within the aura is considered Extreme Heat, and creatures in the aura have disadvantage on saving throws against effects that deal fire damage. Elementals composed mainly of water have disadvantage on attack rolls and ability checks while in the aura, and spells of 3rd level or lower that summon water automatically fail while in the aura. Spell of higher levels that summon water to deal damage deal half as much damage against a target in the aura. Sure-Footed. Groudon can't be knocked prone while touching the ground. Desolate Land (Primal Form Only). Elementals composed mainly of water take 13 (3d8) necrotic damage at the start of each of their turns while within Groudon's Drought, and all spells or magical effects intended to summon water automatically fail while within Groudon's drought. If a creature with the trait Primordial Sea uses an effect intended to summon water within Groudon's drought, it must succeed on a Charisma contest against Groudon, or the effect fails. Illumination (Primal Form Only). Groudon sheds bright light in a 30-foot radius and dim light in an additional 30 ft. Heated Body (Primal Form Only). A creature that touches Groudon or hits it with a melee attack while within 5 feet of it takes 13 (3d8) fire damage. ACTIONSMultiattack. Groudon can use Precipice Blades. It then makes four attacks: one with its bite, two with its claws, and one with its tail. Primal Reversion. Groudon magically transforms into Primal Groudon. Its statistics are the same in each form. This transformation lasts for 1 hour, until Groudon becomes unconscious, or until Groudon dismisses it as an action. Bite. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 31 (4d10 + 9) piercing damage. If the target is a creature, it is grappled (escape DC 19). Until this grapple ends, the target is restrained, and Groudon can't bite another target. Claw. Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 23 (4d6 + 9) slashing damage. Tail. Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: 27 (4d8 + 9) bludgeoning damage. If the target is a creature, it must succeed on a DC 25 Strength saving throw or be knocked prone. Precipice Blades. Groudon rends the ground around it into blades in a 30-foot. All creatures in the space when this occurs must succeed on a DC 25 Dexterity saving throw or take 42 (12d6) bludgeoning damage and fall prone, taking half as much damage and not falling prone on a successful save. Additionally for every 1 foot a creature moves through the rent ground, it must spend 3 feet of movement. Furthermore, every time a creature moves 5 feet, it must succeed on a DC 25 Dexterity saving throw or take 21 (6d6) slashing damage from the blades. This rending lasts for 1 minute, or until Groudon loses concentration (as if concentrating on a spell). Eruption (Primal Form Only, Recharge 6). Erupting volcanoes burst from the ground at four different points Groudon can see within 600 feet of it. Each creature in a 40-foot-radius sphere centered on each point it chooses must make a DC 25 Dexterity saving throw. The sphere spreads around corners. A creature takes 70 (20d6) fire damage and 70 (20d6) bludgeoning damage on a failed save, or half as much damage on a successful one. A creature in the area of more than one volcano is affected only once. The area within the spheres becomes difficult terrain.
LEGENDARY ACTIONSGroudon 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. Groudon regains spent legendary actions at the start of its turn. Reshape. Groudon transforms the ground in a 30-foot radius around it into difficult terrain. Alternatively, it transforms the ground around it into normal terrain if it is already difficult terrain. This change lasts until the start of its next turn. Attack. Groudon makes one attack with its Bite, Claws, or Tail. Spell. Groudon casts a spell. Solar Beam (Costs 2 Actions). Groudon fires a beam of concentrated sunlight. Each creature of its choice in a 40-by-5-foot line must make a DC 25 Dexterity saving throw, taking 28 (8d6) radiant damage on a failed save, or half as much damage on a successful one. |
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