Quintauran, Elemental Hydra-Saurid CR: 18
Huge monstrosity, chaotic evil
Armor Class: 18
Hit Points: 315 (30d12 + 120) 30d12+120
Speed:
40 ft
Saving Throws: STR +13, CON +10, WIS +8
Skills: Perception +8
Damage Resistances: Bludgeoning, Piercing, Slashing (from nonmagical attacks)
Damage Immunities: Fire, Cold, Lightning, Acid, Poison
Condition Immunities: Charmed, Frightened, Poisoned
Senses: Darkvision 120 ft., Passive Perception 18
Challenge Rating: 18
( 20,000 XP)
Proficiency Bonus: +6
Multiheaded Resilience. Each of the Quintauran’s heads has its own elemental resilience. If the Quintauran takes more than 30 damage in one turn from a single elemental type, the corresponding head is stunned until the end of its next turn. This prevents that head from using its breath weapon or bite until it recovers.
Elemental Fury. Each of the Quintauran’s heads can use a breath weapon attack based on its element (recharge 5–6). It can only use one breath attack per round, and it rotates among heads each round.
Regeneration. The Quintauran regains 10 hit points at the start of its turn if it has at least 1 hit point. If a head is severed, it regains 15 hit points at the start of each turn, and after 3 turns, a severed head regrows fully.
Actions
Multiattack. The Quintauran makes five bite attacks, one with each head.
Bite. (Fire, Cold, Lightning, Acid, or Poison Head). Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 18 (2d10 + 7) piercing damage plus elemental damage based on the head:
- Fire: 7 (2d6) fire damage
- Cold: 7 (2d6) cold damage
- Lightning: 7 (2d6) lightning damage
- Acid: 7 (2d6) acid damage
- Poison: 7 (2d6) poison damage
Breath Weapons (
Recharge 5–6). Each head has a unique breath weapon:
- Fire (30-foot cone): Each creature in that area must make a DC 18 Dexterity saving throw, taking 55 (10d10) fire damage on a failed save, or half as much on a successful one.
- Cold (60-foot line, 5 ft. wide): Each creature in that area must make a DC 18 Constitution saving throw, taking 45 (10d8) cold damage on a failed save, or half as much on a successful one.
- Lightning (60-foot line, 5 ft. wide): Each creature in that area must make a DC 18 Dexterity saving throw, taking 50 (10d10) lightning damage on a failed save, or half as much on a successful one.
- Acid (30-foot cone): Each creature in that area must make a DC 18 Dexterity saving throw, taking 49 (11d8) acid damage on a failed save, or half as much on a successful one.
- Poison (30-foot cone): Each creature in that area must make a DC 18 Constitution saving throw, taking 42 (12d6) poison damage on a failed save, or half as much on a successful one.
Legendary Actions
The Quintauran 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 Quintauran regains spent legendary actions at the start of its turn.
- Tail Swipe. The Quintauran swings its tail, forcing each creature within 15 feet to make a DC 18 Dexterity saving throw or take 19 (3d10 + 7) bludgeoning damage.
- Bite (Costs 2 Actions). The Quintauran makes a bite attack with any head.
- Elemental Eruption (Costs 3 Actions). The Quintauran channels its elemental powers, causing an eruption of energy. Each creature within 20 feet of the Quintauran must make a DC 18 Constitution saving throw or take 14 (4d6) damage of a randomly selected elemental type (fire, cold, lightning, acid, or poison).
Usual Tactics
Behavior and Tactics:
The Quintauran is an apex predator, typically dwelling in ancient, secluded jungles or elemental-infused regions. Highly territorial, it considers other powerful creatures and large humanoid groups as threats, attacking anything it perceives as an intruder. Quintaurans are surprisingly intelligent for a dinosaur-like creature, understanding basic tactics to control the battlefield by spreading out its attacks and utilizing its heads for maximum effect.
Each head has its own temperament:
- Fire is the most aggressive, often initiating combat.
- Cold is the most calculating, taking measured strikes.
- Lightning is the most erratic, favoring quick, brutal attacks.
- Acid is more defensive, using its corrosive abilities on close attackers.
- Poison is cautious and cunning, preferring to attack from a distance.
Combat Strategy:
In combat, the Quintauran uses its heads to create zones of elemental damage, attempting to push enemies into each other's elemental blasts. It may use its poison breath at the beginning of combat to create an area of control, then follow up with acid and fire blasts to weaken anyone who closes in. The lightning and cold heads deal with stragglers or try to pick off enemies attempting to flank it.
Physical Description:
The Quintauran resembles a mix between a T-Rex and a hydra, with each of its five heads embodying a different elemental aspect—fire, cold, lightning, acid, and poison. It has a thick, muscular frame with charcoal-gray, scaled skin that appears singed and weathered. The scales are mottled with patches that correspond to each element's associated colors, and each head has unique features that align with its elemental power. It walks on two powerful hind legs, with clawed forearms that it can use to tear at prey or defend itself, and a massive tail it swings as a secondary weapon.
Fire Head: This head is a deep red, with scales that glow faintly like embers. Its eyes burn with an orange intensity, and it breathes streams of fire. The teeth of this head are jagged and almost metallic, with small flames licking between them whenever it exhales.
Cold Head: Pale blue and covered in a frost-like sheen, this head seems to give off a slight mist that chills the air around it. The cold head has piercing, ice-blue eyes, and its teeth appear almost translucent, as if carved from ice. When it opens its mouth, icy fog billows out, leaving frost on anything it touches.
Lightning Head: The lightning head crackles with electric energy, covered in yellow and black scales that spark intermittently. Its eyes are bright yellow and seem to constantly flicker, and there’s a faint hum from the electric field surrounding it. The teeth here are sharper and glossier, capable of delivering vicious bites backed by raw electrical power.
Acid Head: Dark green and covered in shiny, almost slimy scales, this head constantly drips a viscous, acidic saliva that leaves sizzling spots on the ground wherever it falls. Its eyes are a toxic green, almost glowing in low light. The head has a wide, frog-like mouth suited to expelling thick streams of acid in a spray.
Poison Head: The poison head is purple with dark, mottled patches, and it emits a faint greenish-purple gas. Its eyes are a haunting, deep purple with slit pupils that look reptilian. This head has elongated fangs that can deliver venomous bites, and it exhales clouds of toxic gas that linger in the air.
Suggested Environments
The Quintauran's environment is an ancient, primal jungle with a wild and untamed aura, dense with towering trees whose thick, twisted roots snake across the ground, and lush ferns and foliage spilling out in every direction. The forest canopy is so thick that only beams of filtered light pierce through, casting eerie shadows and dappled patches of sunlight on the forest floor.
The air is heavy and humid, filled with the scent of moss, damp earth, and faint traces of sulfur and rot from long-forgotten decay. Creeping vines laden with exotic, oversized flowers wrap around tree trunks, some with iridescent petals that seem to glow faintly in the dim light, suggesting hidden magical properties. Insects buzz and skitter about, while strange bird calls echo through the trees, occasionally interrupted by ominous roars from unseen creatures deep in the underbrush.
Pools of murky water are scattered throughout the jungle floor, surrounded by moss-covered rocks and inhabited by tiny, bioluminescent fish that glow in hues matching each element—red for fire, blue for cold, yellow for lightning, green for acid, and purple for poison—almost as if nature itself reflects the Quintauran's power. Strange, phosphorescent fungi line fallen logs and rocks, adding an otherworldly glow that illuminates the darkness.
The jungle has an undeniable feeling of elemental energy, as if it is naturally infused with primal forces. Sections of scorched ground, frozen patches, lightning-scarred trees, and acid-pitted stones dot the landscape, hinting at the Quintauran's presence. Its lair is hidden deep within a series of twisting caves nestled among ancient stone cliffs, each chamber marked by the presence of its elemental powers. Fire-burned rocks, frost-rimed walls, acid-scarred pools, crackling electric charges, and lingering poisonous mist make approaching its lair a deadly venture for the unprepared.