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    Taniwha

    Huge monstrosity (shapechanger), chaotic neutral

    Armor Class 17 (natural armor)

    Hit Points 195 (17d12 + 85)

    Speed 30 ft., swim 70 ft., climb 30 ft.

    STR 24 (+7) · DEX 14 (+2) · CON 20 (+5) · INT 12 (+1) · WIS 15 (+2) · CHA 16 (+3)

    Saving Throws Dex +7, Con +10, Wis +7, Cha +8

    Skills Insight +7, Perception +12

    Damage Vulnerabilities thunder (from consecrated mere or comparable magic)

    Damage Resistances cold; bludgeoning, piercing, and slashing from non-magical attacks

    Condition Immunities frightened, prone (while swimming)

    Senses darkvision 120 ft., tremorsense 60 ft. (water only), passive Perception 22

    Languages understands Common and Māori; telepathy 120 ft. with willing creatures

    Challenge 10 (5,900 XP)

    Traits

    Amphibious. The taniwha can breathe air and water.

    Shapechanger. As a bonus action, the taniwha magically transforms into a Huge shark or Huge crocodile, or back into its true dragon-lizard form. Its statistics are unchanged; its speed becomes swim 90 ft. (shark) or swim 50 ft. (crocodile) and it can’t use weapons or items.

    Guardian of the Rua. While the taniwha is within 1 mile of its lair pool, it has advantage on saving throws against spells and other magical effects and adds double its proficiency bonus to Perception checks.

    Bewitched Log. If the taniwha remains motionless on the water’s surface, it is indistinguishable from a floating log (DC 18 Intelligence [Investigation] to discern). It has advantage on its first attack made in the same round it ends this disguise.

    Legendary Resistance (2/Day). If the taniwha fails a saving throw, it can choose to succeed instead.

    Actions

    Multiattack. The taniwha makes three attacks: one with its Bite and two with its Tail or Claws (tail in water, claws on land).

    Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 25 (3d10 + 7) piercing damage. If the target is a Medium or smaller creature the taniwha is grappling, the target is swallowed (see Swallow).

    Tail (Water Only). Melee Weapon Attack: +11 to hit, reach 20 ft., one target. Hit: 17 (2d8 + 7) bludgeoning damage and the target must succeed on a DC 19 Strength save or be pushed 15 ft. and knocked prone.

    Claw (Land Only). Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 19 (3d6 + 7) slashing damage.

    Swallow. The taniwha makes one Bite attack against a Medium or smaller creature it is grappling. On a hit, the creature is swallowed. The swallowed creature is blinded and restrained, has total cover against effects outside the taniwha, and takes 14 (4d6) acid damage at the start of each of the taniwha’s turns. The taniwha can have one creature swallowed at a time. If it takes 30 damage or more on a single turn from the swallowed creature, the taniwha must succeed on a DC 19 Con save at the end of that turn or regurgitate the creature, which falls prone in a space within 10 ft.

    Whirlpool Pulse (Recharge 5–6). The taniwha thrashes, generating a sucking vortex. Each creature of its choice in water within 30 ft. must make a DC 19 Strength save. On a failure, a creature is pulled 20 ft. toward the taniwha and takes 27 (5d10) bludgeoning damage; on a success, the creature is pulled 10 ft. and takes half damage. Large or smaller vessels automatically fail and take the damage.

    Bonus Actions

    Agile Surge. The taniwha moves up to half its swim speed without provoking opportunity attacks.

    Reactions

    Tail Parry. When a creature the taniwha can see hits it with a melee attack, the taniwha adds 4 to its AC against that attack, potentially causing it to miss.

    Legendary Actions

    The taniwha can take 2 legendary actions, only one at a time and only at the end of another creature’s turn. It regains spent legendary actions at the start of its turn.

    Detect. The taniwha makes a Wisdom (Perception) check.

    Tail/Claw Attack. The taniwha makes one Tail or Claw attack.

    Crushing Bite (Costs 2 Actions). The taniwha makes one Bite attack.

    Lore

    Water spirits that can take many shapes—lizards, eels, or sharks—depending on the locale and its people.

    Taniwha are mighty supernatural beings whose name goes back to the Oceanic word tanifa, “a kind of shark.” Taniwha are shape-shifters, able to take on many guises, and the surest way to spot one is by its sheer, unnatural size—always far larger than any normal sea creature.

    The core trait of a taniwha is its gift for transformation. Most accounts describe a reptilian look: dragon- or serpent-like bodies, blazing eyes, a tail, a ridge of spines—sometimes resembling giant tuatara or geckos. At sea they may appear as colossal whales or sharks; the popular term mangō-taniwha refers to something much like an enormous great white. Camouflage forms exist, too, such as a bewitched log drifting upstream against the current.

    From Oceanian Bestiary 5E, p. 86 · Fern Flower Press