Overview
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A zaratan, now deceased, that resided in the region of Alver. It’s heart was taken to Janus by the party.
Appearance & Personality
Visuals & Mannerisms
- Visuals:
- Mannerisms:
Recent Activity
This section displays every time this entity is mentioned in session summaries.
Session 0-4
- Janus explained that he would offer 100,000gp to the party should they fetch him the heart of a Zaratan. Janus stated that he required several other ingredients after this and that the reward would be the same each time. Should the party be busy and not able or willing to complete this for him, other groups might. The party could always help Janus for the next ingredient. Janus stated that he knew there was a Zaratan in the region of Alver in Belmont Prefecture. The party agreed and Janus connected them to Alver where the party exited.
- The party in Alver investigated rumours of the Zaratan. They found that the Zaratan was in the mountains and foothills to the north and known as the Mountain that Moves. An elderly hunter, Old Cobb, told the party what he knew about it. The party, at the local tavern, hired various sellswords to help them defeat the Mountain that Moves.
- The party set out and eventually defeated the Zaratan, removing it’s heart. Only 2 of the sellswords they hired survived, named Alveron & Simeon. Gideon mused about not paying the wages of the deceased sellswords to their surviving family, as agreed, which angered Alveron, Simeon, and Iskar. Gideon backed down and Iskar offered Alveron & Simeon the possibility of future employment with them. Alveron & Simeon advised they could be found in Bonestair, Ancelstierre.
- Following their return to Alver the party deposited returned to Janus via his doorway, delivering to him the Zaratan heart. Janus offered the party a further contract for a phoenix egg for a further 100,000gp. Janus advised that he was aware of a phoenix in the highlands of Highever, between Aralen and Menola.
The Mountain that Moves
Gargantuan Elemental, Typically Neutral
Armor Class 21 (natural armor) Hit Points 307 (15d20 + 150) Speed 40 ft., Swim 40 ft. Initiative +0 (10)
STR DEX CON INT WIS CHA 30 (+10) 10 (+0) 30 (+10) 2 (-4) 21 (+5) 18 (+4)
Saving Throws Wis +12, Cha +11 Damage Resistances Cold, Fire, Lightning; Bludgeoning, Piercing, and Slashing from nonmagical attacks Immunities Poison; Exhaustion, Paralyzed, Petrified, Poisoned, Stunned Senses Darkvision 60 ft., Tremorsense 60 ft., Passive Perception 15 Languages — Challenge 22 (XP 41,000; PB +7) Proficiency Bonus +7
Legendary Resistance (3/Day). If the Mountain That Moves fails a saving throw, it can choose to succeed instead.
Siege Monster. The Mountain That Moves deals double damage to objects and structures (included in Earth-Shaking Movement).
Actions
Multiattack. The Mountain That Moves makes one Bite attack and one Stomp attack.
Bite. Melee Weapon Attack +17 to hit, reach 20 ft., one target. Hit 28 (4d8 + 10) force damage.
Stomp. Melee Weapon Attack +17 to hit, reach 20 ft., one target. Hit 26 (3d10 + 10) thunder damage.
Spit Rock. Ranged Weapon Attack +17 to hit, range 120 ft./240 ft., one target. Hit 31 (6d8 + 10) force damage.
Spew Debris (Recharge 5–6). The Mountain That Moves exhales rocky debris in a 90-foot cube. Each creature in that area must make a DC 25 Dexterity saving throw. A creature takes 33 (6d10) bludgeoning damage on a failed save, or half as much damage on a successful one. A creature that fails the save by 5 or more is knocked prone.
Bonus Actions
Earth-Shaking Movement. After moving at least 10 feet on the ground, the Mountain That Moves sends a shock wave through the ground in a 120-foot-radius circle centered on itself. That area becomes difficult terrain for 1 minute. Each creature on the ground that is concentrating must succeed on a DC 25 Constitution saving throw or the creature’s concentration is broken. The shock wave deals 100 thunder damage to all structures in contact with the ground in the area. If a creature is near a structure that collapses, the creature might be buried; a creature within half the distance of the structure’s height must make a DC 25 Dexterity saving throw. On a failed save, the creature takes 17 (5d6) bludgeoning damage, is knocked prone, and is trapped in the rubble. A trapped creature is restrained, requiring a successful DC 20 Strength (Athletics) check as an action to escape. Another creature within 5 feet of the buried creature can use its action to clear rubble and grant advantage on the check. If three creatures use their actions in this way, the check is an automatic success. On a successful save, the creature takes half as much damage and doesn’t fall prone or become trapped.
Legendary Actions
Legendary Action Uses 3. Immediately after another creature’s turn, the Mountain That Moves can expend a use to take one of the following actions. The Mountain That Moves regains all expended uses at the start of each of its turns.
Stomp. The Mountain That Moves makes one Stomp attack.
Move. The Mountain That Moves moves up to its speed.
Spit (Costs 2 Actions). The Mountain That Moves makes one Spit Rock attack.
Retract (Costs 2 Actions). The Mountain That Moves retracts into its shell. Until it takes its Emerge action, it has resistance to all damage, and it is restrained. The next time it takes a legendary action, it must take its Revitalize or Emerge action.
Revitalize (Costs 2 Actions). The Mountain That Moves can use this option only if it is retracted in its shell. It regains 52 (5d20) hit points. The next time it takes a legendary action, it must take its Emerge action.
Emerge (Costs 2 Actions). The Mountain That Moves emerges from its shell and makes one Spit Rock attack. It can use this option only if it is retracted in its shell.