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The Fury Of The Northmen

Mata (B)

ᛗᚨᛏᚨ

In times gone by on the island of Éire, the old gods lived, and loved, and fought, and hunted. One of the foremost of the old gods was the Dagda, an old-seeming giant always seen wearing a hooded cloak. A mighty hunter he was, whose club, the lorg mór, could kill nine men with one blow. One day word came to him of a monster terrorizing the farmers, a titanic brute named “Mata,” or “pig-monster.” Mata had four heads and a hundred legs and a body the size of a long cliff and was the scourge of the shepherds of the land. So, Dagda, after a hunt that lasted a day and a night and a day, cornered and knocked unconscious Mata with the lorg mór. Dagda then dragged the monster’s body to the Stone of Benn and killed her there.

But there was something special about Mata, something that would not allow death to be the end (even though he had been slain by a god), and after a great length time Mata grew and lived again. She swam across the Inner Sea to Wales, which the inhabitants call “Cymru,” and took up oppressing the shepherds and farmers in the land they called “Gwynedd.”

And there she is today.

Gargantuan beast, any temperament

Armor Class 16 (natural armor)
Hit Points 296 (16d20+128)
Speed 40 ft, swim 40 ft

Str 28 (+9) Dex 10 (+0) Con 26 (+8)
Int 5 (-3) Wis 13 (+1) Cha 14 (+2)

Saving Throws STR +15, CON +14
Skills Perception +7
Condition Immunities charmed, frightened
Senses darkvision 120 ft, passive Perception 17
Languages ---
Reaction to pants-shitting terror
Challenge 20 (25,000 XP)

Charge. If Mata moves at least 20 feet straight toward a target and then hits it with a tusk attack on the same turn, the target takes an extra 11 (2d10) slashing damage. If the target is a creature, it must succeed on a DC 23 STR saving throw or be pushed 20 ft and knocked prone.

Frightful Presence. Each creature of Mata’s choice that is within 120 feet of it and aware of her must succeed on a DC 16 CHA saving throw or gain the frightened condition 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. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to Mata’s Frightful Presence for the next 24 hours.

Legendary Resistance (3/day). If Mata fails a saving throw, she can choose to succeed instead.

Multiple Heads. Mata has four heads. While it has more than one head, Mata rolls with advantage on saving throws against being blinded, deafened, stunned, and knocked unconscious.

Relentless (3/day). If Mata takes 20 or less damage that would reduce it to 0 hit points, she is reduced to 1 hit point instead.

Terrible Trotters. Everywhere that Mata moves, her trotters dig up the soil something awful. Every square that Mata moves through is difficult terrain. Mata ignores difficult terrain.

ACTIONS

Multiattack. Mata makes as many tusk attacks as it has heads.

Tusk. Melee Weapon Attack: +15 to hit, reach 10 ft, one target. Hit: 15 (1d10+9) slashing damage.

LEGENDARY ACTIONS

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

  • Detect. Mata makes a Wisdom (Perception) check.
  • Burst of Tusks (costs 2 actions). Mata makes a tusk attack against every creature within 10 ft
  • Trample (costs 3 actions). Mata moves twice her speed, including through enemy squares, doing a Trample attack against each creature whose square she moves through. Melee Weapon Attack: +15 to hit, reach 5 ft, one target. Hit: 16 (2d6+9) bludgeoning damage, and the target must make a DC 23 STR saving throw or be knocked prone.

MOTIVES

Mata’s intelligence is that of an animal, and she wants what any animal wants—no more, no less.

ALLIES

Mata is none too bright and is much too powerful to want or need allies. However, other (sometimes powerful) scavengers hang around Mata, waiting to feed on the scraps she leaves behind, and on rare occasion more powerful creatures than Mata have manipulated her into serving the creature’s ends by destroying or eating something or someone.