Large Aberration, Lawful Evil
Armor Class 17 (natural armor)
Hit Points 217 (30d10 + 52)
Speed 10 ft., Swim 40 ft.
STR
21 (+5)
DEX
9 (-1)
CON
15 (+2)
INT
18 (+4)
WIS
15 (+2)
CHA
18 (+4)
Saving Throws CON +7, INT +9, WIS +7
Skills Athletics +14, History +13, Perception +11
Damage Vulnerabilities Lightning, Thunder
Damage Resistances Acid, Cold, Poison, Psychic
Damage Immunities Fire
Condition Immunities Charmed, Poisoned, Prone, Stunned
Senses Blindsight 30 ft, Darkvision 120 ft., Passive Perception 21
Languages Deep Speech, Telepathy 120 ft.
Challenge 15 (13,000 XP)
Proficiency Bonus +5
Traits

Amphibious. The goroloth can breathe air and water.

Mucous Cloud. While underwater, the goroloth is surrounded by transformative mucus. A creature that touches the goroloth or that hits it with a melee attack while within 5 feet of it must make a DC 15 Constitution saving throw. On a failure, the creature is diseased for 1d4 hours. The diseased creature can breathe only underwater.

Actions

Multiattack. The goroloth makes four tentacle attacks.

Tentacle. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw or become diseased. The disease has no effect for 1 minute and can be removed by any magic that cures disease. After 1 minute, the diseased creature's skin becomes translucent and slimy, the creature can't regain hit points unless it is underwater, and the disease can be removed only by heal or another disease-curing spell of 6th level or higher. When the creature is outside a body of water, it takes 6 (1d12) acid damage every 10 minutes unless moisture is applied to the skin before 10 minutes have passed.

Tail. Melee Weapon Attack: +10 to hit, reach 10 ft. one target. Hit: 15 (3d6 + 5) bludgeoning damage.

 

Legendary Actions

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

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

Tail Swipe. The goroloth makes one tail attack.

Psychic Drain (Costs 2 Actions). One creature [Tooltip Not Found] by the goroloth takes 10 (3d6) psychic damage, and the goroloth regains hit points equal to the damage the creature takes.

Description

Far more ancient and primeval than their aboleth descendants, the goroloth had not yet developed the ability to mentally enslave their victims. As such, they ruled through fear, able to inflict terrible pain with little more than a thought. Their tentacles contained a disease-causing toxin which killed its victims slowly, forcing their bodies to treat the very air they needed to breathe as poison. The mucous cloud surrounding the goroloth granted a temporary reprieved, so long as the victim stayed underwater.

Urlokoon claims to be created by Khyber herself prior to the progenitor dragon's imprisonment by Eberron. In the untold millennia since the fall of the Overlords, Urlokoon has dwelt in the shadows, manipulating events around him, preparing for the inevitable return of Khyber.

Lair and Lair Actions

Goroloths lair in subterranean lakes or the rocky depths of the ocean, often surrounded by the ruins of an ancient, fallen aboleth city. A goroloth spends most of its existence underwater, surfacing occasionally to treat with visitors or deranged worshipers.

Lair Actions

When fighting inside its lair, an goroloth can invoke the ambient magic to take lair actions. On initiative count 20 (losing initiative ties), the goroloth takes a lair action to cause one of the following effects:

  • The goroloth casts phantasmal force (no components required) on any number of creatures it can see within 60 feet of it. While maintaining concentration on this effect, the goroloth can’t take other lair actions. If a target succeeds on the saving throw or if the effect ends for it, the target is immune to the goroloth’s phantasmal force lair action for the next 24 hours, although such a creature can choose to be affected.
  • Pools of water within 90 feet of the goroloth surge outward in a grasping tide. Any creature on the ground within 20 feet of such a pool must succeed on a DC 15 Strength saving throw or be pulled up to 20 feet into the water and knocked prone. The goroloth can’t use this lair action again until it has used a different one.
  • Water in the goroloth’s lair magically becomes a conduit for the creature’s rage. The goroloth can target any number of creatures it can see in such water within 90 feet of it. A target must succeed on a DC 15 Wisdom saving throw or take 10 (3d6) psychic damage. The goroloth then heals for half the total damage caused by this action. The goroloth can’t use this lair action again until it has used a different one.

Regional Effects

The region containing a goroloth’s lair is warped by the creature’s presence, which creates one or more of the following effects:

  • Underground surfaces within 1 mile of the goroloth’s lair are slimy and wet and are difficult terrain.
  • Water sources within 1 mile of the lair are supernaturally fouled. Enemies of the goroloth that drink such water vomit it within minutes.

If the goroloth dies, the effects fade over the course of 3d10 days.

Habitat: CoastalUnderdark

Zairev

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