Actions/Abilities/Traits: (D&D 5e)
Action
Absorb Energy
Mogaru can choose one of the types of damage it is resistant to (except bludgeoning, piercing, and slashing damage from non-magical attacks) and choose to instead be immune to it. This immunity lasts until the end of Mogaru's next turn.
Action
Bite
Melee Weapon Attack: +19 to hit, 60 ft. reach, all targets in a 10-foot cube. Hit: 75 (10d12 + 10) piercing damage.
Action
Breath Weapon (Recharge 5-6)
Mogaru exhales energy either in a 60-foot cone or a 120-foot line that is 20 feet wide. Each creature in that affected area must make a DC 27 Dexterity saving throw, taking 45 (10d8) fire damage plus 45 (10d8) force damage on a failed save, or half as much damage on a successful one. Creatures reduced to 0 hit points by this breath weapon are disintegrated as per the disintegrate spell. A Gargantuan creature that is grappling or restraining Mogaru has disadvantage on its saving throw against his breath weapon.
Action
Energy Bolts
Ranged Weapon Attack: +14 to hit, 120 ft./480 ft. range, four targets. Hit: 31 (7d8) fire damage plus 31 (7d8) force damage.
Action
Frightening Aura
All creatures within 60 feet of Mogaru must succeed a DC 26 Wisdom saving throw or become frightened of Mogaru. A frightened creature can attempt a saving throw at the end of each of its turns to end the condition. Creatures successfully saving are immune to this ability for 1 hour.
Action
Multiattack
Mogaru makes one bite attack or one stomp attack and two tail attacks.
Action
Quick Breath
Mogaru can use its Breath Weapon, except it only deals 13 (3d8) fire and 13 (3d8) force damage.
Action
Stomp
Melee Weapon Attack: +19 to hit, 60 ft. reach, all targets in a 10-foot-radius cylinder, 30 feet high. Hit: 42 (5d12 + 10) bludgeoning damage, and creatures struck must succeed on a DC 25 Dexterity saving throw or be knocked prone and restrained (escape DC 25) until Mogaru moves or makes another Stomp attack.
Action
Tail
Melee Weapon Attack: +19 to hit, 120 ft. reach, all targets in a 10-foot cube or 20-foot line, 5 feet wide. Hit: 48 (7d10 + 10) bludgeoning damage.
Action
Trample (Costs 2 Actions)
Mogaru can move up to half its speed and make a single Stomp attack at any point during its movement.
Reaction
Power Battery
When Mogaru takes (or would take, if he were not immune to it) acid, cold, fire, lightning, or thunder damage, he absorbs some of that energy converts it into greater power for his Energy Bolts and Breath Weapon. The next time he uses either ability within 1 minute, increase damage dice from d8s to d10s. If he would take damage more than once before discharging his stored energy, increase damage dice from d8s to d12s. He cannot use this ability with damage from his own abilities.
Special
Amphibious
Mogaru breathes air and water.
Special
Kaiju Sense
Mogaru knows the location of the closest Gargantuan monster.
Special
Legendary Resistance (3/Day)
If Mogaru fails a saving throw, it can choose to succeed instead.
Special
Massive Size
Mogaru occupies a space of 120 feet by 120 feet instead of the space a Gargantuan creature would normally occupy. He cannot be grappled, restrained, stunned, knocked prone, or Shoved by creatures smaller than Gargantuan size.
Special
Regeneration
Mogaru regains 30 hit points at the beginning of its turn if he has at least 1 hit point.
Special
Siege Monster
Mogaru deals double damage to objects and structures.
Special
Susceptible to Song
Mogaru is susceptible to song, provided it notices. A creature must succeed at three consecutive DC 20 Charisma (Performance) ability checks within 1,000 feet of Mogaru in order to get its attention. If it succeeds at all three ability checks, it can influence Mogaru is if with the spell suggestion. If Mogaru is engaged in battle, there is only a 20% chance each round that it notices the singing. Mogaru can only be influenced in this way once per day.