Mt. Nomad (5e Creature)

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Mt. Nomad[edit]

Gargantuan elemental, neutral evil


Armor Class 20 (natural armor)
Hit Points 507 (26d20 + 234)
Speed 5 ft., swim 60 ft.


STR DEX CON INT WIS CHA
30 (+10) 9 (-1) 28 (+9) 11 (+0) 16 (+3) 17 (+3)

Saving Throws Str +18, Con +17, Wis +11
Skills Perception +11
Proficiency Bonus +8
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities cold, poison
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned, stunned, unconscious
Senses darkvision 300 ft., truesight 90 ft., passive Perception 21
Languages Common, Correspondence, telepathy 90 ft.
Challenge 26 (90,000 XP)


Charge. If Mt. Nomad moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 18 (4d8) bludgeoning damage. If the target is a creature, it must succeed on a DC 22 Constitution saving throw or be stunned until the end of its next turn.

Immutable Form. Mt. Nomad is immune to any spell or effect that would alter its form.

Legendary Resistance (3/Day). If Mt. Nomad fails a saving throw, it can choose to succeed instead.

Magic Resistance. Mt. Nomad has advantage on saving throws against spells and other magical effects.

Regeneration. Mt. Nomad regains 10 hit points at the start of its turn. While reduced to 0 or fewer hit points, it is stunned and can be killed through the use of the spell wish. Mt. Nomad cannot die otherwise.

Siege Monster. Mt. Nomad deals double damage to objects and structures.

ACTIONS

Multiattack. Mt. Nomad uses its Chilling Revelation and makes a ram attack.

Chilling Revelation. Each creature within 90 feet of Mt. Nomad which can hear it makes a DC 24 Wisdom saving throw. A creature takes 19 (3d12) psychic damage plus 7 (2d6) cold damage and is frightened for 1 minute on a failed save, or takes half as much damage and is not frightened on a success. While frightened this way, a creature has its speed reduced by 10 feet and repeats the saving throw at the start of each of its turns, taking 6 (1d12) psychic damage on a failed save and ending the effect on itself on a success. Objects within this radius which are not being held or worn take 7 (2d6) cold damage.

Ram. Melee Weapon Attack: +18 to hit, reach 5 ft., one target. Hit: 42 (5d12 + 10) bludgeoning damage.


LEGENDARY ACTIONS

Mt. Nomad 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. Mt. Nomad regains spent legendary actions at the start of its turn.

Regenerate. Mt. Nomad regains 5 hit points.
Move. Mt. Nomad moves up to half its speed.
Freeze (Costs 2 Actions). Each creature within 30 feet of Mt. Nomad must make a DC 22 Constitution saving throw, taking 7 (2d6) cold damage on a failed save or half as much damage on a successful one. Any open water in this radius becomes frozen.

A literal mountain of black glass, floating impossibly on the sea. Mt. Nomad drifts in the most northerly reaches of the ocean, destroying any life that crosses its path. It was created by a legendary shapeshifter, the Thief-of-Faces, from jewels stolen from a living mountain as a weapon to be used against his enemies; unfortunately, the Thief hates any form he has taken in the past, and he has lived for a very long time.

Elemental Nature. Mt. Nomad doesn't require air, food, drink, or sleep.

Mt. Nomad's Lair

Mt. Nomad's cliffs and faces, as well as the tunnels and caverns within the mountain itself, can be considered its lair; the caves are filled with ancient treasures and relics stolen from ships it has destroyed, and very often the ships themselves. The Thief-of-Faces has been known to dwell within as well, coming and going at will. In the depths of the mountain lies a great egg of smooth gold. Once every hour, it pulses with slow and deadly life.
Mt. Nomad is unable to make melee attacks against creatures in its lair.

Lair Actions

On initiative count 20 (losing initiative ties), Mt. Nomad takes a lair action to cause one of the following effects; Mt. Nomad can't use the same effect two turns in a row:

  • Tremors wrack Mt. Nomad. Each creature standing on or in the mountain must succeed on a DC 18 Dexterity saving throw or fall prone.
  • A blisteringly cold wind blows through the lair. Each creature within must succeed on a DC 22 Constitution saving throw or take 7 (2d6) cold damage. Gases and vapors are dispersed by the wind, and unprotected flames are extinguished. Protected flames, such as lanterns, have a 50 percent chance of being extinguished.

Regional Effects

The region surrounding Mt. Nomad is warped by its overwhelming presence, creating any of the following magical effects:

  • A merciless wind blows from everywhere to everywhere and passes without effort through clothing, flesh, and lungs. While within 1 mile, creatures which have Resistance to cold damage take full damage from cold, and creatures which are not resistant or immune to it have vulnerability to cold damage.
  • In a 6-mile radius of Mt. Nomad, the sky is darkened and air is filled with the smell of ozone, as though a storm were approaching. This area is in dim light during the day and in darkness at night unless illuminated in some way.
  • Once per day, Mt. Nomad can alter the weather in a 6-mile radius. Other than the radius, the effect is identical to the control weather spell.
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