ZARA TAN
When a zaratan
is summoned from the Elemental Planeof Earth, th
e ground rises up to take the shape of whatlooks like a hulking, armored reptile, its
shell composedof the landscape from which it arose.
The zaratan plodsacross
the land, each step sending shock waves throughthe
ground severe enough to unsettle structures.Dim-witted, the zaratan lurches onward, expressing itsrage through its trumpeting calls
and the occasionalboulder or blast of debris it
spews from its cavernousmaw. If seriously injured,
the zaratan slowly retractsits appendages to gain
shelter beneath its imperviouss hell, biding its time until it recovers and can resumeits march.Z A RA
TANGargantuan elemental, neutralArmor Class 21 (natural armor)Hit Points 307 (15d20 + 150)Speed 40 ft., swim 40 ft.STR30 (+10)DEX10 (+O)CON30 (+10)Saving Throws Wis +12, Cha
+11Damage Vulnera bilities
thunderINT2 (-4)WIS21 (+5)CHA18 {+4)Damage Resistance
s cold, fire, lightning; bludgeoning,piercing,
and slashing from nonmagical attacksDamage Immunities poisonCondition Immunities exhaustion, paralyzed,
petrified,poisoned, stunnedSenses darkvision 60 ft.,
tremorsense 60 ft.,
passive Perception
15Languages - •Challenge 22
(41,000 XP) ' ..
Earth-Shaking
Movement. As a bonus action after movingat least 10 feet on the ground, the zaratan can send a shockwave through the ground in a
120-foot-radius circle centered
on itself. That area becomes
difficult terrain for 1 minute. Eachcreature on the ground that is concentrating must succeed
ona DC 25 Constitut ion saving
throw or the creature's concentra-tion is broken.The shock wave deals 100 thunder damage to
all structuresin contact
with the ground in the area. If a creature is near astructure that collapses, the creature might
be buried; a crea-
ture within half the distance of the structure's
height must
make a DC 25 Dexterity saving throw. On a failed save, the
creature takes 17 (Sd6) bludgeoning
damage, is knocked prone,
and is trapped in the rubble. A trapped creature is restrained,
requiring a successful DC 20 Strength (Athletics) check
as an
action to escape.
Another creature within 5 feet of the buried
creature can use
its action to clear rubble and grant advantage
on the check. If three creatures use their actions
in this way,
the check is an automatic success. On a successfu
l save, the
creature takes half as much damage and doesn't
fall prone or
become
trapped.Legendary Resistance
(3/Day). If the zaratan fails a savingthrow, it can choose
to succeed instead.
Magic Weapons. The zaratan's weapon attacks are magical.
Siege
Monster. The elemental deals double damage to objects
and structures (included in Earth-Shaking
Movement).
Multiattack. The zaratan makes two
attacks: one with its biteand one with its stomp.Bite. Melee Weapon Attack: + 17 to hit, reach 20
ft., one target.Hit: 28
(4d8 + 10) piercing damage.Stomp. Me/ee Weapon
Attack: +17 to hit, reach 20 ft., one tar-get. Hit: 26 (3dl0 + 10) bludgeoning damage.Spit Rock. Ranged Weapon Attack: +17 to hit, range 120 ft./240ft., one target. Hit: 31 (6d8 + 10) bludgeoning damage.Spew Debris
(Recharge 5-6). The zaratan exhales rocky debrisin a 90-foot cube. Each creature in that
area must make a DC25 Dexterity saving throw. A creature takes 33 (6d10) blud-geoning damage on a failed save,
or half as much damage ona successful one. A creature
that fails the save by 5 or more isknocked prone.LEGENDARY
ACTIONSThe zaratan can take
3 legendary actions, choosing from theoptions below. Only one legendary action option
can be usedat a time and
only at the end of another creature's turn. Thezaratan
regains spent legendary actions at the start of its turn.Stomp. The zaratan
makes one stomp attack.Move. The zaratan
moves up to its speed.Spit (Cos
t s 2 Actions). The zaratan uses Spit Rock.Retract (Costs 2 Actions). The zaratan
retracts into its shell.Until it takes its Emerge action, it has resistance to all dam-age, and it is restrained. The
next time it takes a legendaryaction, it must take
its Revitalize or Emerge action.Revital ize (Costs 2
Actions). The zaratan can use this optiononly if it is
retracted in its shell. It regains 52 (5d20) hitpoints.
The next time it takes a legendary action, it must takeits Emerge action.Emerge (Cost s 2 Actions). The
zaratan emerges from its shelland uses Spit Rock. It
can use this option only if it is re-tracted in its shell.CHAPTER 6 I BESTIARY201