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Guardian Thoctar

Huge Fey Beast


HP: 187 (11d12) AC: 16 Initiative: +8
STR 24 (+7) DEX 16 (+3) CON 22 (+6) INT 12 (+1) WIS 12 (+2) CHA 12 (+1)
Saves: Con +10, Str +11 Skills: Stealth +6 Athletics +12
2 legendary resistances
 Alert. Can’t be surprised, can’t gain advantage from being hidden from the Thoctar.
 Trampling Charge. If the Thoctar moves at least 20 ft. straight toward a creature and
then hits it with a gore attack on the same turn, that target must succeed on a DC 18
Strength saving throw or be knocked prone. If the target is prone, the Thoctar can make
one bite attack against it as a bonus action.
 Mistwalker. While in its forest domain the Thoctar emits a dense cloud of tropical lime
flavored mist from beneath its armor plates plates—this grants disadvantage on attack
rolls to hit it, and gives it full cover at a range of 30’. As a bonus action the Thoctar may
be briefly surrounded by silvery mist, and teleport up to 30 feet to an unoccupied space
that it can see.
 Aura of silence. When the Thoctar begins combat it is surrounded by a 30’ radius sphere
of silence that masks its presence and prevents communication (this changes to 10 hp
regeneration and reckless attacks when it is reduced to 90 hp or fewer). (advantage on
stealth rolls related to sound).
Actions:
Bonus Action: Misty step: As a bonus action the Thoctar may be briefly surrounded by silvery
mist, and teleport up to 30 feet to an unoccupied space that it can see.
Gore. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: (4d8 + 7) piercing damage.
Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one prone creature. Hit: (4d10 + 7)
bludgeoning damage
Legendary actions: 3
Gore attack (1): make a gore attack
Misty Step (2): use misty step to teleport 30 feet.
Lair Actions: on initiative count 20 (loses ties) choose one of the effects below

 Grasping roots and vines erupt in a 20-foot radius centered on a point on the ground that the
dragon can see within 120 feet of it. That area becomes difficult terrain, and each creature
there must succeed on a DC 15 Strength saving throw or be restrained by the roots and
vines. A creature can be freed if it or another creature takes an action to make a DC 15
Strength check and succeeds. The roots and vines wilt away when the Thoctar uses this lair
action again or when the dragon dies. These vines and roots are laden with forest fruits,
legumes, and fingerling root vegetables.
 Magical fog billows around one creature the Thoctar can see within 120 feet of it. The
creature must succeed on a DC 15 Wisdom saving throw or be charmed by the dragon until
initiative count 20 on the next round.

-Upon death any blood that fell from the creature erupts in delicious blood truffles, massive
purple potatos, and enormous red root vegetable (turnips, carrots, beets etc).

Treasure: the shaggy hide makes excellent magical leather, the armored plates can be crafted into
armor by a master smith who may also be able to coax out unique enchantments related to the
creatures abilities.

Once the mist clears it will become apparent that the party has been fighting in/on/around a
massive dragon skeleton—the weapon that dealt the killing blow can be recovered: Drill Spear
(p. 67 Arcana of the Ancients), a scattering of 8 square orcish coins (silver) called Sargons (orc
king on one side, Archway with 5 stars on the other). A spall of Tormaline valued at 9 gold
pieces and weighing 15 pounds. An ebony ziggurat inset with carnelian that has a single use
Temple of the Gods spell within it. Using the spell consumes the artifact. Also in this area is a
portion of wall/masonry with a spell inscribed on it that requires a dc 17 Arcana check to read—
once read it disappears from the wall and remains in the users head until they either transcribe it
or cast it—the spell wants to be cast and will frequently try to escape during normal speech—
twisting the syllables of conversation into magical syllables: Boiling Blood: p. 319 Deep Magic.
Wisdom save dc 11 at random times.

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