Born of collapsing stars and cosmic silence, the Stellar Titan drifts through the void—its voice a chorus of dying suns. Each chant bends gravity, warps light, and pulls worlds toward oblivion.
💬 Would you face the Titan’s hymn, risking to join its eternal chant among the stars?
A life spent in the coldest depths of subterranean caverns requires intense adaptation to survive. Over generations, evolution will select favorable qualities while letting others wither and atrophy. Even the mighty dragons are not immune to this trait bias, and it is within this lightless world that the spelunkamander thrives.
Long ago, these amphibious predators lost their sight and glittering scales, useless vestiges in such environs. In place of their eyes, they gained an innate ability to navigate pitch-darkness by feeling small vibrations in rock walls, picking up the tiniest splashes of water with their perfect hearing, or detecting the faintest whiff of blood coursing through their prey's veins with fine-tuned olfactory senses. Their bodies grew long and sleek, slippery to the touch, and a hueless whitish-gray, allowing them to move quickly and quietly through the water.
So transformed are these dragonkin that even their drive for wealth has worn away over time. This void is instead filled with a ravenous hunger for meat, driving the spelunkamander to constantly explore its intricate underwater tunnel systems in search of prey. Its twisted mind gives it a predilection toward intelligent food, and it endeavors to find a meal that it can engage in lively discourse. The spelunkamander takes particular pleasure in mentally overpowering an intelligent foe, using a poison secreted from its claws to stun creatures before psychically coring their minds and devouring them whole.
Attributes
Huge dragon, chaotic evil
Armor Class: 19 (natural armor)
Hit Points: 337 (27d12 + 162)
Speed: 40 ft., burrow 60 ft., swim 80 ft.
STR: 21 (+5)
DEX: 14 (+2)
CON: 22 (+6)
INT: 27 (+8)
WIS: 26 (+8)
CHA: 23 (+6)
Saving Throws: CON +13, WIS +15
Skills: Perception +15, Stealth +9
Damage Resistances: fire, necrotic; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities: cold
Condition Immunities: blinded
Senses: blindsight 60 ft. (blind beyond this range), tremorsense 100 ft., passive Perception 25
Languages: Aquan, Draconic, telepathy 60 ft. with any creature charmed by the spelunkamander
Challenge: 22 (41,000 XP)
Proficiency Bonus: +7
Special Traits
Amphibious. The spelunkamander can breathe air and water, and it has advantage on Stealth checks while completely submerged underwater.
Intellect Thrall. All creatures within 30 feet of the spelunkamander with an Intelligence score less than 4 are charmed by the spelunkamander. While charmed in this manner, a creature must use all its movement to move toward the spelunkamander. The charmed condition ends when a creature is more than 30 feet away from the spelunkamander, or if the spelunkamander dies or is on another plane of existence.
Keen Hearing and Smell. The spelunkamander has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Legendary Resistance (3/Day). If the spelunkamander fails a saving throw, it can choose to succeed instead.
Magic Resistance. The spelunkamander has advantage on saving throws against spells and other magical effects.
Sunlight Sensitivity. While in sunlight, the spelunkamander has disadvantage on attack rolls and skill checks, and it cannot use its mind's eye. If the spelunkamander takes radiant damage, it cannot use reactions until the start of its next turn.
Actions
Multiattack. The spelunkamander makes three attacks: one with its bite, and two with its claws.
Bite. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) piercing damage, and the target is grappled (escape DC 18). Until this grapple ends, the target is restrained, and the spelunkamander can’t bite another target.
Claws. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 19 (4d6 + 5) slashing damage plus 11 (2d10) necrotic damage, and the target must make a DC 16 Constitution saving throw. On a failed save, the target is poisoned for 1 hour. While a creature is poisoned in this manner, the spelunkamander is aware of the creature's exact location at all times.
Swallow. The spelunkamander makes one bite attack against a Medium or smaller creature it is grappling. If the attack hits, the target takes the bite’s damage, the target is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the spelunkamander, and it takes 42 (12d6) acid damage at the start of each of the spelunkamander’s turns. While the spelunkamander is compeltely submerged underwater and any creatures are inside it, those creatures are at risk of drowning.
If the spelunkamander takes 35 damage or more on a single turn from a creature inside it, the spelunkamander must succeed on a DC 20 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the spelunkamander. If the spelunkamander dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 30 feet of movement, exiting prone.
Legendary Actions
The spelunkamander 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. The spelunkamander regains spent legendary actions at the start of its turn.
Detect. The spelunkamander makes a Wisdom (Perception) check.
Tail Sweep (Costs 2 Actions). The spelunkamander swings its tail. Each creature within 15 feet of the spelunkamander must succeed on a DC 20 Dexterity saving throw or take 14 (2d8 + 5) bludgeoning damage and be pushed 10 feet away from the spelunkamander.
Mind's Eye (Costs 3 Actions). The spelunkamander turns its eyeless head to face a creature within 120 feet poisoned by its claws. The creature must make a DC 20 Intelligence saving throw. On a failed save, the target's Intelligence score becomes 1. The creature can't cast spells, activate magic items, understand language from sources other than the spelunkamander, or communicate in any intelligible way. This effect can be ended by greater restoration, heal, or wish.
[id: monster stat block for the spelunkamander, depicting a draconic version of an olm (cave salamander) shrouded in darkness, eyeless, with external gills, a row of sharp teeth, extended claws, and a long winding body]
And now for some more expansions into the Eressi Lore.
Eressi is a vast planet with a few major continents. Most of it’s surface is ocean, which prompted many cultures around the world to develop air based travel. Of course, with new trade vessels comes new piracy opportunities...
It wasn’t long before pirates also took to the skies, and the Athena’s Hand was no different. A dangerous ship to face without help, it would certainly prove a useful item for ambitious adventurers...
If anyone knows the artist of the image, please get in touch via private message and I’ll update the info as soon as I can!
UPDATE- The artist is Luches, from Deviantart.
His Patreon is Here for anyone wishing to donate!
#MotoMonday with @crtwotwo aboard his @monsterenergy @yamalubeusa @chaparralmoto Yamaha Financial Services Yamaha Factory Racing YZ450F at New Jersey #Yamaha #bLUcRU #CR22 #SupercrossLive #DropTheGate 📷 @ryneswanberg
In the final Supercross Vegas 450SX Heat Race, @crtwotwo placed fourth which transferred him to the main event where Chad put himself in the lead pack and was dicing for a podium result until a collision with Jason Anderson thwarted his spirited charge. Despite the incident, though, Mr. Two-Two still salvaged a respectable sixth-place finish to conclude the @Supercrosslive season. (Link in Bio) #yamaha #supercrosslive #CR22 #bLUcRU #YZ450F 📷 @ryneswanberg