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Calorus CR: 11

Huge elemental, neutral
Armor Class: 22 (Natural Armour)
Hit Points: 216 (16d12+112) 16d12+112
Speed: 30 ft , fly: 15 ft , burrow: 20 ft , swim: 20 ft

STR

23 +6

DEX

7 -2

CON

25 +7

INT

5 -3

WIS

13 +1

CHA

9 -1

Saving Throws: Str +10 1d20+10 , Con +11 1d20+11
Damage Resistances: Poison
Damage Immunities: Fire
Condition Immunities: Petrified, Poisoned
Senses:

Darkvision 60 ft., Passive Perception 11, Tremorsense 20 ft.

Languages: Ignan, Terran
Challenge Rating: 11 ( 7 200 XP)
Proficiency Bonus: +4

Lava Swimmer. Calorus can only use it's swimming speed while in lava.

Metal Sense. The Calorus can sense any precious ores and metals within 120 feet of itself, even if it's behind cover.

Rock Carapace. When the Calorus is about to take Bludgeoning, Piercing or Slashing damage it can choose to reduce that damage by an amount equal to it's Constitution modifier (7) (no action required).

Soften Rocks. If the Calorus would take 10 or more Fire damage, the rocks covering it's body heat up and become softer. While the rocks are softer, the Calorus can not use it's Rock Carapace ability to reduce incoming damage. The rocks are softer until the start of the Calorus next turn.

Tunneler. The Calorus can burrow through solid rock at half its Burrow Speed and leaves a 15-foot-diameter tunnel in its wake.

Actions

Multiattack. The Calorus makes one Roll Over attack if it is available and then makes one Bite attack.

Bite. Melee Attack Roll: +10 1d20+10 , reach 10 ft. Hit: 20 (4d6 + 6) 4d6+6 Piercing damage.

Heat Beam (Recharge 6 1d6 ). Dexterity Saving Throw: DC 19, each creature in a 60-foot-long, 5-foot-wide Line. Failure: 55 (10d10) 10d10 Fire damage. Success: Half damage. Failure or Success: The Calorus rocks are softened until the start of it's next turn (see Soften Rocks above).

Roll Over (Recharge 4-6 1d6 ). Strength Saving Throw: DC 16, each creature in a 20-foot Square in front of the Calorus. Failure: 20 (4d6+6) 4d6+6 Bludgeoning damage and have the Prone condition. Success: Half damage, not knocked Prone and are pushed 5 feet away away perpendicularly.

Tail. Melee Attack Roll: +10 1d20+10 , reach 15 feet. Hit: 13 (2d6+6) 2d6+6 Bludgeoning damage.

Legendary Actions

Legendary Action Uses: 3. Immediately after another creature's turn, the Calorus can expend a use to take one of the following actions. The Calorus regains all expended uses at the start of each of its turns.

  • Fire Ventilation (Costs 2 Actions). Dexterity Saving Throw: DC 19, each creature within a 5-foot Emanation originating from the Calorus. Failure: 14 (4d6) 4d6 Fire damage. Success: Half damage.
  • Exhaust Ventilation (Costs 2 Actions). Constitution Saving Throw: DC 19, each creature within a 5-feet Emanation originating from the Calorus. Failure: 7 (2d6) 2d6 Poison damage and has the poisoned condition for 1 minute. The target repeats the saving throw at the start of each of it's turns, ending the effect on a success. Success: Half damage only.
  • Sleep Ventilation (Costs 2 Actions). Constitution Saving Throw: DC 19, each creature within a 5-feet Emanation originating from the Calorus. Failure: The target has the Incapacitated condition until the end of its next turn, at which point it repeats the save. Second Failure: The target has the Unconscious condition for 1 minute. This effect ends for the target if it takes damage or a creature within 5 feet of it takes an action to wake it.
  • Tail Attack. The Calorus makes one Tail attack.


Created by

MrMustachoMan.

Statblock Type

Monster

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