Kongamato

Gargantuan dragon, unaligned

Armor Class 17 (natural armor)
Hit Points 264 (16d20 + 96)
Speed 40 ft., fly 160 ft.

STR DEX CON INT WIS CHA
27 (+8) 17 (+3) 22 (+6) 9 (-1) 14 (+2) 17 (+3)

Skills Perception +7
Damage Resistances acid, cold, fire, lightning
Damage Immunities thunder; bludgeoning, piercing and slashing from nonmagical attacks Condition Immunities paralysis, sleep
Senses darkvision 60 ft., passive Perception
Languages Draconic
Challenge 15 (13,000 XP)

SPECIAL TRAITS

  • Piercing Beak. The kongamato deals double damage to objects and structures.
  • Prehistoric Rage. When the kongamato is looked in the eyes or takes damage in combat, it automatically flies into a rage as a bonus action on its next turn. It gains resistance to bludgeoning, piercing and slashing, does an extra die of damage (not included below), but takes a –2 penalty to its AC. The rage lasts as long as the battle or 1 minute, whichever is shorter. It cannot end its rage voluntarily.

ACTIONS

  • Multiattack. The kongamato makes one bite attack and two claw attacks. It may also use its wing attack against opponents engaged in melee with it.
  • Bite. Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 34 (4d12 + 8) piercing damage. If the kongamato moves at least half its movement before making a bite attack the damage is increased by an additional 7 (1d12) thunder damage.
  • Claw. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 22 (4d6 + 8) slashing damage. If the target is a Large or smaller creature, the kongamato may grapple the target (escape DC 18). When the kongamato moves, the grappled creature moves with it. Until this grapple ends, the target is restrained. The kongamato can grapple up to two creatures and usually flings them from a great height.
  • Tail. Melee Weapon Attack: +13 to hit, reach 20 ft., one target. Hit: 21 (3d8 + 8) bludgeoning damage.
  • Wing. Melee Weapon Attack: +13 to hit, reach 5 ft., all creatures in melee range. Hit: 19 (3d6 + 8) bludgeoning damage and the targets are knocked back 10 feet and fall prone on a failed DC 16 Dexterity or Strength saving throw (target’s choice).
  • Dive Bombing (1/Day). A kongamato can fly high into the air with a boulder, log, or similar massive object in tow and dive directly at its target hurling the missile in its descent. It normally does this when starting a battle. The kongamato lifts an immense boulder into the air and drop it on its foes. This boulder affects a 15-foot square area, dealing 39 (4d6+25) points of bludgeoning damage to all creatures in the area on a failed DC 18 Dexterity saving throw, or half as much damage on a success. In addition, Medium or smaller creatures failing their saves are pinned under the boulder, gaining the immobilized condition and taking damage again each round at the end of their turn if they do not escape (escape DC 18). Frightful Presence. Each creature that hears the kongamato’ thunder breath within 120 feet of the kongamato must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A frightened creature repeats the saving throw at the end of each of its turns, 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 the kongamato’s Frightful Presence for the next 24 hours.
  • Thunder Breath (Recharge 5–6). The kongamato exhales a thunderous screech in a 50-foot cone. Each creature in that cone must make a DC 19 Dexterity saving throw, taking 49 (14d6) thunder damage and deafened on a failed save, or half as much damage and not deafened on a successful one.

LEGENDARY ACTIONS

The kongamato 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. The kongamato regains spent legendary actions at the start of its turn.

  • Move. The kongamato moves up to half its speed.
  • Tail Attack (Costs 2 Actions). The kongamato makes one tail attack.
  • Piercing Screech (Costs 3 Actions). This option is only available if the kongamato’s thunder breath is available. The kongamato may use its breath weapon which becomes a focused beam of sound shattering objects. The attack ignores damage thresholds of objects, all objects in the area are damaged by the attack and on a failed save worn items are damaged – armour AC is reduced by 1, weapon damage is reduced by 1 also. If an items AC is reduced to 10 or a weapons damage is reduced to 0 (or less) it is destroyed. This damage can be repaired at the GM’s discretion.

A massive draconic creature with a birdlike head dives from the sky, letting loose a piercing scream as it descends.

Section 15: Copyright Notice

Forest Kingdom Campaign Compendium 5e © 2017, Legendary Games; Lead Designer Jason Nelson. Authors: Clinton J. Boomer, Benjamin Bruck, Matt Goodall, Tim Hitchcock, N. Jolly, Julian Neale, Jason Nelson, Thomas J. Phillips, Alistair J. Rigg, David N. Ross, Neil Spicer, Todd Stewart, Russ Taylor, Michael D. Welham, Linda Zayas-Palmer.

Legendary Planet Adventure Path (5E) © 2020, Legendary Games; Authors: Matt Goodall, Jim Groves, Steven T. Helt, Tim Hitchcock, Jason Nelson, Richard Pett, Tom Phillips, Mike Shel, Neil Spicer, Mike D. Welham

This is not the complete license attribution - see the full license for this page