Zargon
Today I draw inspiration from Tom Moldvay’s legendary The Lost City. Published in 1982, The Lost City still shines bright in the constellation of fantasy adventure modules. If for some reason, you don’t own this module, slide that mouse back to the link the previous sentence and click away.
Sliding into the large, slime-covered chamber, you find that the floor is littered with bones. Suddenly, you hear a rustling noise from the north wall. There, a huge humanoid figure rises from the slime, standing 15′ tall. Its head is that of a giant lizard. A black, 2′-long horn curves upward above its single red eye, and sharp teeth fill its mouth. Instead of arms, the creature has six tentacles, three on each side of its body. These end in razor-sharp talons. Instead of legs, the creature slithers toward you on six more powerful tentacles.
Zargon
Huge aberration, chaotic evil
Armor Class 20 (natural armor)
Hit Points 126 (12d12+48)
Speed 30 ft.
Ability Scores STR 25 (+7), DEX 12 (+1), CON 19 (+4), INT 16 (+3), WIS 13 (+1), CHA 16 (+3)
Saving Throws CON +8, INT +7, WIS +5
Skills Athletics +11, Perception +5
Damage Resistances acid, cold, fire
Condition Immunities frightened
Senses darkvision 90 ft., tremorsense 20 ft., passive Perception 15
Languages Deep Speech
Challenge 12 (8,400 XP)
Immortality. Zargon’s horn is indestructible except by immersion in lava. As long as Zargon’s horn is intact, Zargon eventually regenerates from death itself, although this may take a number of years.
Legendary Resistance (3/Day). If Zargon fails a saving throw, it can choose to succeed instead.
Slime. Zargon continuously excretes a thick slime. This slime insulates Zargon against acid, cold, and fire. The slime lubricates Zargon as well. It rolls with advantage when making Strength (Athletics) checks to resist or to escape from a grapple, and Zargon does not spend extra movement when squeezing into a smaller space.
Unnatural Healing. Zargon heals quickly, but not so quickly that it regenerates round to round. When Zargon takes a short rest, it regains at least 8 hit points per Hit Die it spends for healing.
Actions
Multiattack. Zargon attacks makes up to seven attacks: six with its tentacles and one with its bite.
Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 20 (2d12+7) piercing damage.
Talons. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 11 (1d8+7) slashing damage.
Vomit. Ranged Weapon Attack: +5 to hit, range 20/40 ft., one target. Hit: 9 (2d8) acid damage and the target is coated with vomit, or on a miss the target is splashed for 4 (1d8) acid damage. The target takes 4 (1d8) acid damage at the end of its next turn, or no damage on the end of its next turn on a miss. Also with a hit, until the end of its next turn, the target must succeed on a DC 17 Dexterity saving throw or fall prone if it attacks or moves, and the terrain counts as difficult terrain.
Legendary Actions
Zargon 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. Zargon regains spent legendary actions at the start of its turn.
Detect. Zargon makes a Wisdom (Perception) check.
Tentacle Surge (Costs 2 Action). Zargon lashes out with its larger, more powerful tentacles. Each creature within 10 feet of Zargon must succeed on a DC 17 Dexterity saving throw or take 14 (2d6+7) bludgeoning damage and be knocked prone. After flailing with its tentacles this way, Zargon can move up to half its speed.
Vomit. Zargon makes a vomit attack.