Gargantuan Beast, Unaligned
Armor Class 19 (natural armor)
Hit Points 261 (18d20 + 72)
Speed 20 ft., swim 40 ft., burrow 10 ft.
STR
23 (+6)
DEX
10 (+0)
CON
19 (+4)
INT
6 (-2)
WIS
11 (+0)
CHA
9 (-1)
Skills Stealth +6
Condition Immunities Prone
Senses Blindsight 120 ft., Passive Perception 10
Languages --
Challenge 18 (20,000 XP)
Proficiency Bonus +6

Amphibious. The coral crawler can breathe air and water.

Shell Camouflage. While the coral crawler is withdrawn, it resembles a coral reef or a sunken ship. A creature within 30 feet of it can discern its true nature with a successful DC 15 Intelligence (Nature) check.

Siege Monster. The coral crawler deals double damage to objects and structures.

Actions

Multiattack. The coral crawler makes two claw attacks and one bite attack.

Bite. Melee Weapon Attack: +12 to hit, reach 5 ft., one grappled target. Hit: 25 (3d12 + 6) piercing damage. The target must succeed on a DC 18 Constitution saving throw or be poisoned for 1 minute. Until this poison ends, the target is blinded and deafened.

Claw. Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 32 (4d12 + 6) bludgeoning damage. The target is grappled (escape DC 20) if it is a Huge or smaller creature and the coral crawler doesn't have two other creatures grappled.

Water Jet (Recharge 5–6). The coral crawler exhales power stream of water in a 60-foot line that is 5 feet wide. Each creature in that area must make a DC 18 Strength saving throw. On a failed save the creature takes 90 (20d8) bludgeoning damage and is knocked back 15 feet. On a success the creature takes half as much damage and is not knocked back.

Legendary Actions

The coral crawler 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. The coral crawler regains spent legendary actions at the start of its turn.

Bite. The coral crawler makes one bite attack.

Smash. If the coral crawler has two creatures grappled it smashes them together, dealing 19 (2d12 + 6) bludgeoning damage.

Withdraw (Costs 3 Actions). The coral crawler withdraws into its shell. While withdrawn, it has resistance to all damage, and it is restrained. At the end of its next turn, it emerges free of all conditions and regains 52 (5d20) hit points.

 

Description

Titanic beasts lurk around the ocean floors, carrying thick reefs of coral, hallowed rocks, or sunken ships on their backs like overblown hermit crabs. Coral crawlers mostly subsist on carrion and slow easy prey, but will try to eat anything bigger than fish that come close. Their bite numbs the senses of their target. If it gets too injured, the coral crawler will hide in its shell to lick its wounds before reemerging. 

Environment: Underwater

Steedling

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