Adamantoise

This tortoise-like monster is covered with a shell as hard as the legendary metal adamantine. Adamantoises brim with life energy and are incredibly long lived, which has resulted in a folk belief that eating the meat of these creatures will grant longevity. But these are not gentle creatures; they are absolutely ruthless against any other being that they perceive as a threat. Their thick shells are not the adamantoises only defense; their powerful jaws are a fearsome weapon and once they bite down, they do not let go — even in death.

Get to that underbelly

Even though the Adamantoise is heavily armed, it still has a soft underbelly. While the Adamantoise is knocked prone, the Damage Resistances to bludgeoning, piercing and slashing from non-magical weapons is lost.



Adamantoise

Gargantuan monstrosity, unaligned


  • Armor Class 22 (natural armor)
  • Hit Points 341 (22d20 + 110)
  • Speed 20ft.

STR DEX CON INT WIS CHA
26 (+8) 8 (-1) 20 (+5) 7 (-2) 14 (+2) 10 (+0)

  • Saving Throws Str +15, Con +11, Wis +9
  • Skills Intimidation +7
  • Condition Immunities blinded, charmed, deafened, paralyzed, petrified, poisoned
  • Damage Resistances bludgeoning, piercing and slashing from nonmagical weapons that aren't adamantine
  • Damage Vulnerabilities cold
  • Senses passive Perception 12
  • Languages -
  • Challenge 21 (33,000 XP)

Soft Underbelly. If the Adamantoise is knocked prone, it loses all its Damage Resistances until it gets back up.

Legendary Resistance (3/day). If the Adamantoise fails a saving throw, it can choose to succeed instead.

Actions

Multiattack. The Adamantoise makes four attacks, one with its bite, two with its claws and one with its tail

Bite. Melee Attack: +15 to hit, reach 15ft., one target. Hit 27 (3d12 + 8) piercing damage

Claw. Melee Attack: +15 to hit, reach 10ft., one target. Hit 17 (2d8 + 8) slashing damage

Tail. Melee Attack: +15 to hit, reach 20ft., one target. Hit 24 (3d10 + 8) bludgeoning damage

Stomp (Recharge 5-6). The Adamantoise rears up and stomps on the ground with its forelegs, creating an earthquake on impact. Each creature directly hit by the legs and any other in a 30-foot area must make a DC 22 Dexterity saving throw, on a failed save each hit by the legs will take 52 (15d6) bludgeoning damage, those hit by the earthquake will take 25 (7d6) bludgeoning damage, and is knocked prone in both cases. They take half as much damage on a successful save and is not knocked prone.

Legendary Actions

The Adamantoise can take 2 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 Adamantoise regains spent legendary actions at the start of its turn.

Attack. The Adamantoise makes an attack with either its bite or its tail

Move. The Adamantoise moves its full speed