Stegocaust

If big, dumb, and loud is what you're looking for, then you've come to the right place. Stegocausts are home to the elemental plane but are occasionally summoned to the mortal realm to act as distractions for something more... sinister.

Completely Unaligned. It is near impossible to train a stegocaust. They are beholden only to themselves and are too dumb to understand much of any instructions. As such, they are not ideal for waging war as they are just as likely to attack friend as much as foe.

Used for Distractions. Since they cannot be used in a traditional military fashion, they are more often times used as weapons of destruction or distraction. If you just want to do a lot of damage to another city, hatching a stegocaust isn't a bad place to start.

Born of Eggs. Not many beings on this world are willing or able to outright summon a stegocaust since that wouldn't be of much use to anyone. Those who do summon a fully grown stegocaust, by accident or intent, don't tend to be able to tell anyone about it. However, a sufficiently high level summoner can summon an egg that will lie dormant until cracked open by being struck (Stegocausts don't hatch on their own and must be "freed" from the egg). Once summoned, a stegocaust egg can be sold for a very high price on the black market. Once free of the egg, it will start at a small size and grow to full size in one hour.

- Illustration by /u/nhimzy



Stegocaust

Huge elemental, unaligned


  • Armor Class 13 (natural armor)
  • Hit Points 76 (8d12 + 24)
  • Speed 40 ft

STR DEX CON INT WIS CHA
20 (+5) 9 (-1) 17 (+3) 2 (-4) 11 (+0) 5 (-3)

  • Damage Immunities fire, poison
  • Condition Immunities exhaustion, grappeled, paralyzed, poisoned
  • Senses passive Perception 10
  • Languages
  • Challenge 4 (1,100 XP)

Illumination. The stegocaust sheds bright light in a 10-foot radius and dim light for an additional 10 feet.

Magma Blood. If the stegocaust takes acid, piercing, or slashing damage, its magma blood spurts out. Each creature within 5 feet of the wound. Target creatures take 2 (1d4) fire damage.

Stampede. If the stegocaust moves at least 30 feet straight toward a creature and then hits it with a head butt attack on the same turn, the target must succeed on a DC 13 Strength saving throw or be knocked prone.

Actions

Head Butt. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 19 (4d6 + 5) blugeon damage.

Tail. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 26 (6d6 + 5) piercing damage.

Fire Breath (Recharge 5-6). The stegocaust exhales fire in a 15-foot cone. Each creature in that area must make a DC 13 Dexterity saving throw, taking 24 (7d6) fire damage on a failed save, or half as much damage on a successful one.