- 22 (41,000 XP)
Legendary Resistance (3/Day). If the zaratan fails a saving throw, it can choose to succeed instead.
Magic Weapons. The zaratan’s weapon attacks are magical.
Maneuvers. The zaratan uses maneuvers (maneuver save DC 25). It has 32 stamina dice which are d8s, a dice limit of 7, regains all expended stamina dice when it finishes a long rest and regains half its total stamina dice when it finishes a short rest, and knows the following maneuvers:
1 stamina die: avalanche onslaught, bonecrush, brute force, debilitating crush, disorient, glancing blow, hammer spin, hammer through, hammering blow, knockback, rolling stone, smash, spring attack, stone bones, sturdy stance
2 stamina dice: tremoring strike
3 stamina dice: knockout
Siege Monster. The elemental deals double damage to objects and structures (included in Earth-Shaking Movement).
Spellcasting. The zaratan is a 28th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 19, +11 to hit with spell attacks). It has 11 mana, a mana limit of 4, regains all expended mana when it finishes a long rest and regains half its total mana (rounded up) when it finishes a short rest, and knows the following spells:
3 mana: flesh to stone
Earth-Shaking Movement. As a bonus action after moving at least 3 meters on the ground, the zaratan can send a shock wave through the ground in a 35-meters-radius circle centered on itself. That area becomes difficult terrain for 1 minute. Each creature on the ground that is concentrating must succeed on a DC 25 Fortitude saving throw or the creature’s concentration is broken.
The shock wave deals 100 concussion damage to all structures in contact with the ground in the area. If a creature is near a structure that collapses, the creature might be buried; a creature within half the distance of the structure’s height must make a DC 25 Reflex saving throw. On a failed save, the creature takes 17 (5d6) bludgeoning damage, is knocked prone, and is trapped in the rubble. A trapped creature is restrained, requiring a successful DC 20 Acrobatics or Brawn check as an action to escape. Another creature within 1.5 meters 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 successful save, the creature takes half as much damage and doesn’t fall prone or become trapped.
Multiattack. The zaratan makes two attacks: one with its bite and one with its stomp.
Bite. Melee Weapon Attack: +17 to hit, reach 6 m. Hit: 28 (4d8 + 10) piercing damage.
Stomp. Melee Weapon Attack: +17 to hit, reach 6 m. Hit: 26 (3d10 + 10) bludgeoning damage.
Spit Rock. Ranged Weapon Attack: +17 to hit, range 35/75 m. Hit: 31 (6d8 + 10) bludgeoning damage.
Spew Debris (Recharge 5–6). The zaratan exhales rocky debris in a 25-meters cube. Each creature in that area must make a DC 25 Reflex saving throw. A creature takes 33 (6d10) bludgeoning damage on a failed save, or half as much damage on a successful one. A creature that fails the save by 5 or more is knocked prone.
The zaratan can take 3 legendary actions, choosing from the options below. Only one legendary option can be used at a time and only at the end of another creature’s turn. The zaratan regains spent legendary actions at the start of its turn.
Emerge (Costs 2 Actions). The zaratan emerges from its shell and uses Spit Rock. It can use this option only if it is retracted in its shell.
Move. The zaratan moves up to its speed.
Retract (Costs 2 Actions). The zaratan retracts into its shell. Until it takes its Emerge action, it has resistance to all damage, and it is restrained. The next time it takes a legendary action, it must take its Revitalize or Emerge action.
Revitalize (Costs 2 Actions). The zaratan can use this option only if it is retracted in its shell. It regains 52 (5d20) health. The next time it takes a legendary action, it must take its Emerge action.
Spit (Costs 2 Actions). The zaratan uses Spit Rock.
Stomp. The zaratan makes one stomp attack.