Tosetáx

Gargantuan aberration (titan), neutral evil

Armor Class 19 (natural armor)
Hit Points 499 (27d20+216)
Speed 20 ft., fly 120 ft.

STR DEX CON INT WIS CHA
30 (+10) 28 (+9) 26 (+8) 10 (+0) 20 (+5) 16 (+3)

Saving Throws Dex +17, Wis +13
Damage Resistance(s) bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities fire, lightning, thunder
Skills Athletics +18, Perception +13
Senses darkvision 60 ft., passive Perception 23
Languages Common
Challenge 25 (75,000 XP)

SPECIAL TRAITS

  • Desecrated Nest. As the tsamtás.
  • Drought Aura. The tosetáx radiates an oppressive heat within 60 feet, causing creatures to take 14 (4d6) fire damage each round at the beginning of their turn. In addition, any living creatures in this area that are at fewer than half of their maximum hit points (and any aquatic creature not currently in the water, regardless of hit points) must succeed on a DC 25 Constitution saving throw each round or gain one level of exhaustion. A creature cannot gain more than two levels of exhaustion in this fashion.
  • Legendary Resistance (3/Day). If the tosetáx fails a saving throw, it can choose to succeed instead.
  • Mastery Against Flyers. The tosetáx gains a +1 bonus on attack rolls against flying creatures as well as on saving throws against spells and magical abilities used by flying creatures (including those using magical spells or similar effects to gain the power of flight).

ACTIONS

  • Multiattack. The tosetáx makes three bite attacks.
  • Bite. Melee Weapon Attack: +18 to hit, reach 60 ft., one target. Hit: 49 (6d12 + 10) piercing damage plus an additional 14 (4d6) fire and 14 (4d6) necrotic damage.
  • Wing Ripper. If the tosetáx hits a creature that uses wings to fly with two bites in the same round, the target takes an additional 26 (4d12) piercing damage and must succeed on a DC 26 Strength saving throw or its wings are damaged, reducing its fly speed by half until it completes a short rest or receives a regenerate spell. If the tsamtás hits such a creature with all three bites in the same round, the extra damage is increased to 39 (6d12) and the save DC is increased to 28.

LEGENDARY ACTIONS

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

  • Fly. The tosetáx can gain a fly speed for 1 minute.
  • Frightening Aura. All creatures within 60 feet of the tosetáx must succeed a DC 21 Wisdom saving throw or become frightened of the tosetáx. A frightened creature can attempt a saving throw at the end of each of its turns to end the condition.
  • Resist Energy. The tosetáx gains resistance against one type of damage of its choice for 1 round.

REGIONAL EFFECTS

The region containing a tosetáx’s lair becomes hotter and drier as it is tainted by the creature’s presence.

  • Weather conditions within a 10-mile radius become one step hotter, winds are calmed by one step, and precipitation is reduced by one step (see the control weather spell). Each week the tosetáx remains in or near its lair, it can increase the radius of this hot, dry weather increases by 10 miles or it can increase the heat, calm winds, and reduced precipitation by one additional step.
  • Surface water sources within 1 mile of its lair become warm, bitter, and sulfurous, with shallow ponds and streams drying up within 1 week (GM’s discretion). Each week, the radius of this effect spreads by 1 additional mile.
Section 15: Copyright Notice

Latin American Monsters (5E) © 2021, Legendary Games; Authors Miguel Colon, Ismael Alvarez, Robert J. Grady, Jason Nelson.

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