I really can’t help myself from making monsters, especially when it comes to the amazing art of Gary Dupuis. Take today’s monster, for example. Putting yourself in the shoes of the person in the foreground, you can’t help but feel tiny in comparison. We hope that this monster works in your game.
Panlong Creature 12
Rare CN Gargantuan Elemental Cold Water
Perception +19; darkvision, water sense
Skills Acrobatics +25, Athletics +22 (Swim +28); Stealth +20
Str +7, Dex +8, Con +5, Int –1, Wis +4, Cha –2
Water Sense The panlong has imprecise tremorsense to detect the vibrations of creatures touching the same body of water within 120 feet.
AC 32; Fort +22, Ref +27, Will +16
HP 218, regeneration 30 (fire or not touching water); Immunities bleed, cold, paralyzed, poison, sleep
Water Redirect R Trigger A ranged attack on the panlong is hit by an attack, the panlong can see the attacker, and a +2 circumstance bonus to AC would turn the critical hit into a hit or a hit into a miss. Effect The watery body of the panlong flows out of the way, granting a +2 circumstance bonus to its Armor Class against the triggering attack. This turns the triggering critical hit into a hit, or the triggering hit into a miss.
Speed 10 feet, swim 50 feet; gliding swim
Melee 1 water claws +24 (agile, cold, magical reach 10 feet), Damage 2d8+7 bludgeoning plus 1d8+5 cold
Crushing Wave 3 (cold, primal); The panlong crashes down on all targets in an adjacent 20-foot-by-20-foot area, dealing 5d8 cold damage (DC 29 basic Fortitude save). Creatures that fail the saving throw are also knocked prone and slowed 2.
Gliding Swim When swimming underwater, the panlong ignores difficult terrain and gain a +2 circumstance bonus to avoid attacks of opportunity.
Hydroblast 2 (cold, primal); The panlong sprays a blast of freezing cold water that deals 13d6 cold damage in a 50-foot cone (DC 29 basic Fortitude save). Creatures that fail the saving throw are also slowed 1 until the start of their next turn. It can’t use hydroblast again for 1d4 rounds.