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DIABLOTRA

It was the most peculiar thing. The sun was high in the summer sky, the weather
temperate and mild. Yet the farmers across the town fervently began to usher their
animals inside. The braying of beasts could be heard in all directions, as not a
farmhand stood idle, working towards a combined effort the likes of which I’ve never
seen. Surely this town was far and away from my homeland, but I wouldn’t imagine
the way food is grown and animals tended to be much different here than anywhere
else. I was wrong. I was finally able to grab the attention of a young man who had
just finished ushering his cattle into shelter, he nearly jumped out of his skin when I
grabbed his shoulder. “What in the hells!” he exclaimed, before realizing there was
no danger. I asked him what all the fuss was about, and he simply replied “It’s
coming”. What was I supposed to make of that? I looked all around, confused,
seemingly the only sane individual for miles on end. Then suddenly, it was quiet.
Everyone had gone inside. Not a soul in the streets to be seen. I made haste
towards the inn, my home away from home these past few days. Perhaps someone
there would be of assistance in clearing up my ignorance to whatever the issue at
hand was. I walked up the creaky wooden steps, a faint breeze blowing through the
bushes. Locked. I knocked for what seemed like a good few minutes before I got any
response. The wind began to pick up. “Mister, you better find somewhere to hide” a
small voice came from the other side of the door. This simply added to my
confusion, but I was starting to get concerned. My horse, who was tied up near the
watering trough began to cause a stir. The wind was becoming worrisome. How in
the nine hells had these people known a storm was brewing on such a clear day.
The polite knocking turned to pounding. Something was wrong. I could practically cut
through this feeling with a dagger. A voice deep inside of me screamed it was no
longer safe. I started to panic. What was happening? The wind was now howling, yet
the clouds showed no sign of tempest. At this very moment I heard the door unlatch,
and a small boy was standing there, a disgruntled looking father over his shoulder.
“Come in if yer comin’ in” bellowed the man as the boy grabbed my arm and guided
me towards shelter. Just as I passed over that threshold, I saw, for the briefest
moment, something I’m not fully sure I can describe. The sun was blotted out of the
sky. At mid day, it became night. A shadow cast over the entire town. The wind
became so violent, trees struggled to keep themselves within the dirt. Then there
was that sound. A low, gut wrenching tone vibrated the very structure I stood upon.
As the innkeep secured the door behind us, I rushed to the window. Pressed against
the floor, revealing as little of myself as possible, I peered through the wooden
reinforcements that covered most of the window. What I saw, was my horse. He was
sailing through the air, grasped in the clutches of a monster the likes of which I have
never conceived. The look on my face must have betrayed my state, as the boy
sidled over to me, answering the question that would not escape my lips. In a soft
tone, he simply said,
“Diablotra”.

Diablotra
Gargantuan monstrosity (kaiju), neutral
Armour Class - 24 (natural armour)
Hit Points - 542 (31d20 + 217)
Speed - 10 ft., fly 70 ft., swim 50 ft.

STR - 26 +8
DEX - 12 +1
CON - 24 +7
INT - 8 -1
WIS - 12 +1
CHA - 3 -4

Saves - Dex +9, Int +7, Con +14


Skills - Stealth +9, Acrobatics +9
Damage Immunities - acid, poison; bludgeoning, piercing, and slashing from
nonmagical weapons
Condition Immunities - charmed, frightened, paralyzed, poisoned
Senses - blindsight 120 ft., passive Perception 11
Languages - -
Challenge - 27 (105,000 XP)

Traits
Siege Monster.
Diablotra deals double damage to objects and structures.

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

Legendary Resistance (3/Day).


If Diablotra fails a saving throw, it can choose to succeed instead.

Actions
Multiattack.
Diablotra can use its Frightful Presence. It then makes five attacks. One with it’s bite,
two with it’s claws, one with its sting, and one with its pierce.

Frightful Presence.
Each creature of Diablotra’s choice within 1 mile of it and aware of it must succeed
on a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature can
repeat the saving throw at the end of each of its turns, with disadvantage if Diablotra
is within line of sight, ending the effect on itself on a success. If a creature's saving
throw is successful or the effect ends for it, the creature is immune to Diablotra’s
Frightful Presence for the next 24 hours.

Claw.
Melee Weapon Attack: +16 to hit, reach 15 ft., one creature.
Hit: 26 (4d8 + 8) slashing damage.

Bite.
Melee Weapon Attack: +16 to hit, reach 10 ft., one creature.
Hit: 17 (4d12 + 8) piercing damage and the target is grappled (escape DC 20). Until
this grapple ends, the target is restrained, and Diablotra can't bite another target.

Sting.
Melee Weapon Attack: +16 to hit, reach 15 ft., one creature.
Hit: 17 (2d8 + 8) piercing damage and the target must make a DC 21 Constitution
saving throw, taking 21 (6d6) poison damage on a failed save, or half as much
damage on a successful one. If the poison damage reduces the target to 0 hit points,
the target is stable but poisoned for 1 hour, even after regaining hit points, and is
paralyzed while poisoned in this way

Pierce.
Ranged Weapon Attack: +9 to hit, reach 200 ft., one creature.
Hit: 22(4d6 + 8) piercing damage and the target must make a DC 21 Constitution
saving throw, taking 21 (6d6) poison damage on a failed save, or half as much
damage on a successful one. If the poison damage reduces the target to 0 hit points,
the target is stable but poisoned for 1 hour, even after regaining hit points, and is
paralyzed while poisoned in this way

Windstorm.
Diablotra flaps its wings furiously, creating a 100 ft. cone of hurricane-force wind
starting from any space it currently occupies. The wind last for 3 (1d6) rounds. For
the duration, all flames in this region are extinguished, ranged attacks are impossible
(except for those made by kaiju or siege weapons, which are rolled at
disadvantage), and all creatures are deafened until they exit the area. Any medium
or smaller creatures are knocked prone and pushed away from Diablotra 20 (1d4 x
10) feet. Any flying creatures are pushed away from Diablotra 70 (2d6 x 10) feet.

Legendary Actions
Diablotra 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. Diablotra regains spent legendary actions at the start of its turn.

Attack. Diablotra makes one attack with it’s claws or tail.

Move. Diablotra moves up to half its speed.

Chomp. (Costs 2 Actions). Diablotra makes one bite attack.

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