Runaway Country

Gargantuan elemental (earth), neutral

Armor Class 20 (natural armor)
Hit Points 292 (15d20 + 125)
Speed 50 ft.

STR DEX CON INT WIS CHA
26 (+8) 11 (+0) 28 (+9) 11 (+0) 15 (+2) 12 (+1)

Skills Perception +7
Saving Throws Str +13, Con +14
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities poison
Damage Immunities frightened, petrified, poisoned
Senses blindsight 120 ft., tremorsense 120 ft., passive Perception 17
Languages Common
Challenge 16 (15,000 XP)

SPECIAL TRAITS

  • Paralysis Vulnerability. A DC 20 Intelligence (Arcana) check allows a creature to discover the runaway country’s weakness and can use an action to spin around six times, causing the runaway country to make a DC 15 Wisdom saving throw or be paralyzed until the effect is dispelled.
  • Siege Monster. The runaway country deals double damage to objects and structures with its melee attacks.

ACTIONS

  • Multiattack. The runaway country makes two attacks: one with its scoop and one with its stomp. It can use its Relocate instead of its Scoop.
  • Scoop. Melee Weapon Attack: +13 to hit, reach 20 ft., one target. Hit: 13 (1d10 + 8) bludgeoning damage. If the target is a creature, it is grappled (escape DC 21). Until this grapple ends, the target is restrained, and the runaway country can’t scoop another target.
  • Stomp. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 24 (3d10 + 8) bludgeoning damage.
  • Relocate. The runaway country makes one scoop attack against a Huge or smaller creature it is grappling. If the attack hits, the target takes the scoop’s damage, the target is relocated to the runaway country’s back, and the grapple ends. While relocated, the creature has total cover against attacks and other effects outside the runaway country. If the runaway country takes 60 damage or more on a single turn from a creature inside it, the runaway country must succeed on a DC 20 Constitution saving throw at the end of that turn or dump all relocated creatures, which fall prone in a space within 10 feet of the runaway country. If the runaway country dies, a relocated creature is no longer restrained by it and can escape from the corpse by using 30 feet of movement, exiting prone.

LEGENDARY ACTIONS

The runaway country can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn. The runaway country regains spent legendary actions at the start of its turn.

  • Detect. The runaway country makes a Wisdom (Perception) check.
  • Stomp. The runaway country makes one stomp attack.
  • Trampling Charge (Costs 3 Actions). The runaway country moves up to 50 feet in a straight line and can move through the space of any creature Huge or smaller. The first time it enters each creature’s space during this move, it can make a stomp attack against that creature.

ABOUT

Moving toward you is a huge, jagged piece of land, running along on ten tremendous mountainous feet and feeling its way with its long wiggly peninsula. The feet raise it several yards above the ground. Its eyes are two small blue lakes and its mouth a broad bubbling river.

Runaway roads hump along like some dreadful sort of serpent, jouncing and bouncing. They are fond of enslaving those they can catch, bringing them to pepper mines where they are expected to work for runaway countries.

Unlike undiscovered countries, runaway countries claim people for their own. Runaway countries claim settlers for their own by abducting them, and then expect them to cultivate their land. Those who are polite may find that the country will name them royalty. Unfortunately, while runaway countries have plenty of resources, they only have fish in their lakes and not many fruits of vegetables.

Runaway countries dream of becoming an island and will keep running towards a body of water until they get there.

Section 15: Copyright Notice

5E RPG: Oz Adventures. Copyright 2021, Mal and Tal, LLC; Author Michael Tresca.

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