Jumaga the Sky Salamander

Obojima: Tales from the Tall Grass p. 313 (Third Party)

Size
Gargantuan
Type
beast
Alignment
neutral
AC
22 (natural armor)
Hit Points
462 (25d20+200)
Speed
walk 20 ft., flying 150 ft.
Saving Throws
Dex +14, Con +15
Skills
Perception +10, Stealth +14
Immunities
Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses
Darkvision 120 ft., Truesight 60 ft.
Passive Perception
20
Languages
understands Common and Torum but can't speak
Challenge
23
STR
24
+7
DEX
24
+7
CON
26
+8
INT
13
+1
WIS
16
+3
CHA
30
+10

Traits

Proficiency Bonus

+7

Color Shift

Jumaga naturally changes color to blend into its environment, giving it advantage on Dexterity (Stealth) checks made to hide from creatures that are more than 300 feet away from it.

Legendary Resistance (3/Day)

If Jumaga fails a saving throw, it can choose to succeed instead.

recharge

3/DAY

Magic Weapons

Jumaga's weapon attacks are magical.

New Life

When Jumaga dies, a new great beast is born into the world.

Spirit of Obojima (1/Day)

If Jumaga drops below 200 hit points, its color turns a bright orange for 1 minute. For the duration, its Chomp attack deals an extra 5 (1d10) poison damage on a hit, and it regains 5 (1d10) hit points each time it's targeted by a spell of 3rd level or lower.

recharge

1/DAY

Actions

Multiattack

Jumaga makes three attacks: two with its Chomp and one with its Tail.

Chomp

Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 21 (4d6 + 7) piercing damage.

Tail

Melee Weapon Attack: +14 to hit, reach 30 ft., one target. Hit: 25 (4d8 + 7) bludgeoning damage.

Paralyzing Breath (Recharge 5-6)

Jumaga exhales its paralyzing breath in a 60-foot cone. Each creature in that area must succeed on a DC 23 Constitution saving throw or be paralyzed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

recharge

D5

Legendary Actions

Legendary Actions (3/Turn)

Jumaga 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. Jumaga regains spent legendary actions at the start of its turn.

recharge

3/TURN

Tail Attack

Jumaga makes a Tail attack.

Skin Toxins (Costs 2 Actions)

Jumaga's body excretes a dangerous toxin. Until the start of Jumaga's next turn, creatures that touch it or hit it with a melee attack take 16 (3d10) poison damage.

Bestial Hiss (Costs 3 Actions)

Jumaga produces a thunderous hiss which terrifies creatures around it. Each creature within 150 feet of Jumaga must succeed on a DC 25 Wisdom saving throw or be Pacified until the end of the creature's next turn.

Other data

description

Jumaga is the third and youngest of the "Three Great Beasts" of Obojima-Though its reputation is considerably less prestigious than that of its counterparts. Most would consider Jumaga to be the most reckless and unpredictable of the islands chosen three, a sentiment supported by Jumaga's actions. In the Age of Dara alone, Jumaga has caused many disasters, from avalanches to tsunamis, and forest fires alike—each incident painting Jumaga differently. At one point, Jumaga was even seen entangled in a brawl with the Hunter, a fight which lasted several days. Still, the Great Beast has garnered the respect of the Islanders. Unlike the Sky King or the Hunter, Jumaga calls a portion of the island its domain. It is here that the locals have found a symbiotic relationship with Jumaga, and in doing so, shown a new side to the Great Beast.

The Last Century: In the last 100 years, Jumaga has seemingly satiated its reckless and wild desires, its bestial actions now seen by islanders as almost ceremonial. Its domain has also become a sight in which islanders pay respect, leaving behind at the ledge of offering valuables, which they hope will please the great beast, and hide their cattle from Jumaga's view.