Everquest, Kedge Keep, Temple of Elemental Evil Water
Cauldronbubble CR: 10 (5,900 XP)
Huge beast (mythic), neutral evil
Armor Class: 16 (barkskin)
Hit Points: 238 ( 14d12+70 )
Speed:
0 ft
, fly: 0 ft
, swim: 60 ft
Saving Throws: CON ( 1d20+9 ), WIS ( 1d20+5 )
Skills: Perception 1d20+9 , Stealth 1d20+5
Damage Resistances: cold
Damage Immunities: bludgeoning, piercing, and slashing from nonmagical attacks (from shield of barbs)
Senses: passive Perception 19; see invisible
Languages: Druidc, Aquan
Challenge Rating: 10 (5,900 XP)
Spellcasting. Cauldronbubble casts one of the following spells, using Wisdom as his spellcasting ability (spell save DC 17). All spells have the subtle metamagic effect applied to each:
At will: beast sense, entangle, speak with animals, shield of barbs* (as barkskin with the additional effect that it provides damage resistance to non-magical attacks, and attackers take 5 piercing damage each time they strike the caster)
Blood Frenzy. Cauldronbubble has advantage on melee attack rolls against any creature that doesn't have all its hit points.
Natural Spell Caster. As part of Cauldronbubble's bite attack he may consume his bonus action to cast a spell as part of the attack. This includes spells that normally are not touch (for example water walking). In this case the target gains a saving throw against the attack (which attribute to be determined by the DM).
Swimby. Cauldronbubble doesn’t provoke an opportunity attack when it swims out of an enemy’s reach.
Water Breathing. Cauldronbubble can breathe only underwater.
Actions
Wounding Bite. Melee Weapon Attack: 1d20+11 to hit, reach 5 ft., one target. Hit: 22 ( 3d10+7 ) piercing damage. If the target is a Large or smaller creature, it must succeed on a DC 19 Dexterity saving throw or be swallowed by Cauldronbubble. A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the shark, and it takes 21 ( 6d6 ) acid damage at the start of each of the Cauldronbubble's turns. If the shark takes 30 damage or more on a single turn from a creature inside it, the shark must succeed on a DC 21 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 shark. If the shark dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 20 feet of movement, exiting prone.
The attack scores a critical hit on a natural 19 or 20 and does 49 piercing damage when it scores a critical hit. Cauldronbubble's bite attacks have the wounding trait imparted by the sharkbone warhammer embedded in its hide (see treasure).
Starshine. Ranged Spell Attack: 1d20+10 to hit, range 120 ft., one target. Hit: 26 ( 6d6+1 ) radiant damage, and the target is blinded until the start of Cauldronbubble’s next turn.
Reactions
Outnumbered! If Cauldronbubble is damaged by an attack he may move up to his swim speed and use Consuming Bite or Starshine against the triggering attacker.
A heavily scarred giant shark awakened long ago by the Kedge now serves as Gar Shatterkeel's mount and animal companion. A devout worshiper of Olhydra.
Treasure. If Cauldronbubble is gutted, the following items can be found:
- Hammerhead Helm. These helms were once worn by kedge warriors but adjusts automatically to fit any humanoid or giant. Each is crafted from silvery-blue metal in the form of a hammerhead shark's head. When worn underwater, the helm is weightless; otherwise, it consumes one slot (3 lbs). The helm provides +1 to STR, CON and AC to an attuned user and protects the head from targeted critical hits.
- Sharkbone Warhammer. This unusual weapon was crafted from the skull and bones of a large shark, magically strengthened and prepared. It is edged with the shark's jagged teeth. The weapon is a +2 warhammer (1d8) that does both bludgeoning and slashing damage. Hit points lost to this weapon's damage can be regained only through a short or long rest rather than by regeneration, magic, or any other means. Once per turn, when you hit a creature with an attack using this magic weapon, you can wound the target. At the start of each of the wounded creature's turns, it takes 1d4 necrotic damage for each time you've wounded it, and it can then make a DC 15 Constitution saving throw, ending the effect of all such wounds on itself on a success. Alternatively, the wounded creature, or a creature within 5 feet of it, can use an action to make a DC 15 Wisdom (Medicine) check, ending the effect of such wounds on it on a success. The attuned user also gains +2 Wisdom while so attuned (44,812 gp / 4,481 xp).
Suggested Environments
Aquatic, Underwater, Temple of Elemental Evil