44 lines
3.0 KiB
Markdown
44 lines
3.0 KiB
Markdown
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# Derendian Moth Abomination
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*Huge* *Monstrosity* *neutral evil*
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- **Armor Class:** 14 (natural armor)
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- **Hit Points:** 210 (20d12+80)
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- **Speed:** walk 30 ft. fly 40 ft.
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- **Challenge Rating:** 12 (8,400 XP)
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- **Source:** Tome of Beasts 2, page 96
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| STR | DEX | CON | INT | WIS | CHA |
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| --- | --- | --- | --- | --- | --- |
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| 14 (+2) | 20 (+5) | 18 (+4) | 16 (+3) | 14 (+2) | 10 (+0) |
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- **Saving Throws**: Dex +9
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- **Skills:** stealth +9
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- **Damage Immunities:** cold, necrotic
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- **Condition Immunities:** frightened
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- **Senses:** darkvision 120 ft., passive Perception 16
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- **Languages:** —
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### Special Abilities
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- **Antennae:** The Derendian moth abomination has advantage on Wisdom (Perception) checks that rely on smell.
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- **Assimilation:** The Derendian moth abomination has six tentacles. Whenever it takes 30 or more damage in a single turn, one of its tentacles is shorn from its body. Whenever a non-undead creature drops to 0 hit points within 200 feet of the Derendian moth abomination, it can use its reaction to sprout one additional tentacle, up to a maximum of ten. Additional tentacles atrophy after one day.
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- **Legendary Resistance (3/Day):** If the Derendian moth abomination fails a saving throw, it can choose to succeed instead.
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- **Magic Weapons:** The Derendian moth abomination's weapon attacks are magical.
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- **Unbound:** The Derendian moth abomination's movement is unaffected by difficult terrain, and spells and other magical effects can neither reduce the moth's speed nor cause it to be paralyzed or restrained.
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### Actions
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- **Multiattack:** The Derendian moth abomination makes a number of tentacle attacks equal to the number of tentacles it currently possesses, and one beak attack.
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- **Tentacle:** Melee Weapon Attack: +9 to hit, reach 20 ft., one target. Hit: 5 (1d8 + 1) bludgeoning damage.
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- **Beak:** Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 17 (3d10) piercing damage.
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- **Wings of the Primal Tender (1/Day):** The Derendian moth abomination teleports to an unoccupied location within 100 feet, leaving a shimmering outline of its wings in its former location. The shimmering wings flap violently before exploding in a rainbowcolored dust cloud covering a 60-foot radius. Any creature caught in the dust cloud must make a successful DC 16 Wisdom saving throw or be reduced to 0 hit points. Creatures reduced to 0 hit points from this effect regenerate 10 hit points at the beginning of their next three turns.
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The Derendian moth abomination can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature’s turn. Spent legendary actions are regained at the start of each turn.
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### Legendary Actions
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- **Detect:** The abomination makes a Perception check.
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- **Pursue:** The abomination moves its flying speed.
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- **Lay Eggs (Costs 2 Actions):** The Derendian moth abomination ejects a sticky mass of eggs within 5 feet of itself. At the beginning of the abomination's next turn, the eggs hatch as a swarm of insects that attacks the abomination's enemies.
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