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Copper Blangonga Fist. Melee Weapon Attack: +10 to hit, reach 5 ft.

, one
target. Hit: 14 (2d8 + 5) bludgeoning damage. If the
Large beast (fanged), unaligned
target is a Medium or smaller creature, it is grappled
(escape DC 20). Until this grapple ends the creature is
Armor Class 19 (natural armor)
restrained, and the blangonga can't grapple another
Hit Points 228 (24d10 + 96)
target.
Speed 40 ft., burrow 40 ft.
Boulder. Ranged Weapon Attack: +10 to hit, reach
60/240 ft., one target. Hit: 18 (3d8 +5) bludgeoning
STR DEX CON INT WIS CHA damage. If the target is a creature, it must succeed on a
DC 18 Strength saving throw or be knocked prone.
20 (+5) 17 (+3) 18 (+4) 13 (+1) 8 (-1) 10 (+0)
Earthrending Slam (Recharge 5-6). The blangonga slams
Saving Throws Str +10, Dex +8, Wis +4 its fists into the ground, creating a powerful shockwave
Skills Athletics +10, Perception +4, Stealth +8 that fractures the earth in a 20-foot square area
Damage Immunities fire, necrotic originating from it. Each creature within that area must
Senses tremorsense 60 ft., passive Perception 14 make a DC 18 Strength saving throw. On a failed save, a
Languages — creature takes 35 (10d6) bludgeoning damage and is
Challenge 15 (13,000 XP) Proficiency +5 knocked prone. On a successful save, a creature takes
half as much damage and isn’t knocked prone. If the
saving throw fails by 5 or more, the target is also
Desert Camouflage. The blangonga has advantage on
stunned until the end of its next turn.
Dexterity (Stealth) checks made to hide in desert terrain.
Frost Susceptibility. If the blangonga takes cold damage, it Reactions
suffers several effects until the end of its next turn: its Retreat. When the blangonga is hit by a melee attack, it
speed is halved, it takes a −2 penalty to AC and Dexterity
can leap up to 20 feet away from the attacker.
saving throws, and it can't use reaction.
Standing Leap. The blangonga's long jump is up to 30 Legendary Actions
feet and its high jump is up to 15 feet, without a running The blangonga can take 3 legendary actions, choosing
start. In addition, the blangonga does not provoke from the options below. Only one legendary action
opportunity attacks while moving with a jump. option can be used at a time and only at the end of
Tunneler. The blangonga can burrow through solid rock at another creature's turn. The blangonga regains spent
half its burrow speed and leaves a 10-foot-diameter legendary actions at the start of its turn.
tunnel in its wake. Nibble. The blangonga makes one Bite attack against a
Actions creature it is grappling.
Multiattack. The blangonga makes three Fist attacks. It Quake (Costs 2 Actions). The blangonga reaches for the
can use its Boulder attack in place of any melee attack. sky and slams its body on the ground. Each creature in
contact with the ground within 15 feet of the blangonga
Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., a must succeed on a DC 18 Strength saving throw or be
creature that is grappled by the blangonga. Hit: 23 (4d8 knocked prone. If the saving throw fails by 5 or more, the
+ 5) piercing damage. target is also incapacitated until the end of its next turn.
Sand Blast (Costs 2 Actions). The blangonga exhales sand
in a 30-foot cone. Each creature in that area must make a
DC 17 Dexterity saving throw, taking 22 (5d8)
bludgeoning damage on a failed save, or half as much
damage on a successful one.

1
Copper Blangonga
Challenge Rating 15 Carves/Capture 3
Carve Chance Capture Chance Material Slot
1-5 1-7 C.Blangonga Pelt (A,W)
6-11 8 Territorial Dung (O)
12-13 9-15 C.Blangonga Whisker (A,W)
14-18 16-17 C.Blangonga Tail (A,W)
19 18-20 Lg Monster Bone (O)
20 — HvyC.Blangonga Fang (A,W)

ARMOR MATERIAL EFFECTS


C.Blangonga Pelt
You have proficiency in the Athletic skill while you are
attuned to this armor.
C.Blangonga Whisker
While you are attuned to this armor you can use a bonus
action to stomp the ground, creating a minor tremor
around you. Each creature within 15 feet of you must
succeed on a DC 15 Strength saving throw or be knocked
prone. You can use this property a number of times equal
to your Constitution modifier (minimum of 1), regaining all
expended uses when you finish a long rest.
C.Blangonga Tail
You can't be stunned while you wear this armor.
HvyC.Blangonga Fang
You are immune to fire damage while you wear this armor.

WEAPON MATERIAL EFFECTS


C.Blangonga Pelt
Your weapon deals an extra 1d6 bludgeoning damage.
C.Blangonga Whisker
Quick Load. You can reload as a free action while you are
attuned to this weapon.
C.Blangonga Tail (Bow Only)
Special Ammo Boost+1. Your coating now coats up to 25
arrows and your dragonpiercer deals an extra 2d6 piercing
damage.
HvyC.Blangonga Fang (Bladed Weapon Only)
Razor Sharp. Once per turn, when you hit a creature with
this weapon, anytime it would regain hit points before the
end of its next turn, it regains half as many. Additionally, if
the creature is afflicted with a wound, such as the
odogaron's bloody wound, it can only be closed by magical
healing for 1 minute.

OTHER MATERIAL EFFECTS


Territorial Dung
A material that replaces dung for crafting dung bombs.
When used in this way, it becomes a territorial dung bomb
that blinds a creature for 1 minute on hit.
Lg Monster Bone
Very rare armor upgrade material.

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