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Shale, The stone wyrm king

Shale, The stone wyrm king

Huge Orium Dragon, neutral good

Created and fathered by the Val'Kar, Shale is a great dragon of the Mountains. Protector of the Titian's crown, he serves his mountain lands and dragon gods. Protector of the Mountains, Leader of the Wyrms, and Breaker of the winds.

Armor Class 24 (Good Luck Mate)
Speed 40 ft., burrow 50 ft., climb 30 ft.
STR
22
(+6)
DEX
12
(+1)
CON
22
(+6)
INT
17
(+3)
WIS
17
(+3)
CHA
15
(+2)
Saving Throws Str +12, Con +11, Wis +8
Skills Athletics +12, Perception +8
Damage Resistances Fire; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities poison
Condition Immunities poisoned, prone
Senses darkvision 120 ft., tremorsense 120 ft., passive Perception 18
Languages Common, Celestial, Elfish, and Dragonic
Challenge 15 (13,000 XP)

Stone king. While Shale is touching stone, he cannot be forcibly moved unless he chooses to be. He also has advantage on Strength and Constitution saving throws while standing on stone.

Tremorsense Hunter. Shale automatically knows the location of any creature touching the same stone surface within 120 feet. Invisibility doesn't hide you from him.

Siege Monster. Shale deals double damage to structures and objects. The Labyrinth walls are not protection.

Royal Stone Plates. Shale's body is covered in enormous overlapping stone scales. Critical hits against Shale become normal hits. However, whenever Shale takes thunder damage, this protection shuts off until the beginning of his next turn.

Actions

Multiattack. Shale makes two attacks: one Bite and one Tail Slam or one Bite and one Crushing Coil.

Bite. Melee Weapon Attack: +12 to hit, reach 15 ft. Hit: 24 (3d10 + 7) piercing damage. The target must succeed on a DC 20 Strength save or be pushed 10 feet.

tail whip. Melee Weapon Attack: +12 to hit, reach 20 ft. Hit: 20 (3d8 + 7) bludgeoning damage. The target must make a DC 20 Strength save. On a failure, it is knocked prone and pushed 15 feet. If the creature strikes a wall or solid structure, it takes an additional 7 (2d6) bludgeoning damage.

Crushing coil. Melee Weapon Attack: +12 to hit, reach 10 ft. Hit: 23 (3d10 + 7) bludgeoning damage. The creature becomes grappled and restrained. Escape DC: 20 While restrained, the creature takes 14 (2d6 + 7) bludgeoning damage at the start of each of its turns. Shale can restrain only one creature this way at a time.

Legendary Actions

King's Burrow. Shale crashes beneath the stone floor and burrows up to 50 feet. He then erupts violently from the ground. Creatures within 15 feet of the eruption must make a DC 19 Dexterity saving throw. Failure: 27 (6d8) bludgeoning damage, knocked prone, and thrown up to 10 feet. Success: Half damage and no knockdown. Shale does not provoke opportunity attacks during this movement.

Shale's Earthshatter. Recharge 5–6 Shale slams his body into the Labyrinth floor. Every creature within 30 feet must make a DC 19 Dexterity saving throw. On a failure: 31 (7d8) bludgeoning damage and the creature falls prone. On a success: Half damage. Additionally, Shale creates three 10-foot sections of broken terrain within 60 feet. Those areas become difficult terrain. Now he's physically rewriting the battlefield.

Roar of the Stone King. Recharge 6 Shale releases a thunderous roar that resonates through every Labyrinth wall. Creatures of Shale's choice within 60 feet must make a DC 18 Constitution saving throw. On failure: 27 (6d8) thunder damage and the creature is stunned until the end of its next turn. Success: Half damage and no stun. Any normal stone object or structure in the area also cracks or shatters.