Huge Fiend, Chaotic Evil
Armor Class 16 Blubber
Hit Points 175 (13d10 + 104)
Speed 25 ft., burrow 10 ft.
STR
18 (+4)
DEX
10 (+0)
CON
26 (+8)
INT
8 (-1)
WIS
10 (+0)
CHA
8 (-1)
Saving Throws STR +8, CON +12
Damage Vulnerabilities Fire
Damage Resistances Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Exhaustion, Grappled, Paralyzed
Senses Tremorsense 60ft, Passive Perception 14
Languages Abyssal, Common, Ignan
Challenge 9 (5,000 XP)
Proficiency Bonus +4
Traits

Keen Sight. Gut has advantage on Wisdom (Perception) checks that rely on sight.

 

Actions

Multiattack. Gut makes three attacks: Only 1 attack can be a feed Gut has to have consumed in the last round if they haven't they can only attack ounce and the rest of there turn is spent eating

Punch. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 13 (2d8+4) bludgeoning. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be grappled.

Black flame. Ranged Weapon Attack: +8 to hit, reach 60/180 ft., one target. Hit: 9 (2d8) fire damage, along with the target needs to make a dc 15 constitution saving throw on a fail they take 7 (2d6) necrotic damage, or half as much damage on a successful one.

Minion feed. Ability: reach 10 ft., one target. Heal 10 (1d4+10)

Legendary Actions

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

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

Attack. Gut makes a punch attack.

Gorge (Costs 2 Actions). Gut Releases a thin black fog. Creatures within 60 feet of Gut, including ones behind barriers and around corners, if a creature casts any healing spells half of what is healed is given to Gut, this effect last until Guts next turn.

From the Pit (Cost 3 Actions). Gut releases a burp from with in the pit of his stomach, Creatures within 20 feet of Gut need to make dc 15 constitution saving throws on a fail the creatures are poisoned and take 10 (3d6) poison damage, or half as much damage on a successful one.

Lair and Lair Actions

On initiative count 20 (losing initiative ties), Gut takes a lair action to cause one of the following effects; the Gut can’t use the same effect two rounds in a row.

  • The roof begins to shake, a line 10ft wide and 30ft long from a chosen point in one direction. Stalactite begin falling from the roof, all creations with in this line need to make a dc 15 dexterity saving throw. On a fail the creature takes 5 (1d10) piecing damage, or half as much damage on a successful one. Along with this area becomes difficult terrain.
  • Gut releases a deep battle cry, coming out from one of the side caves 7 (2d4+2) Boggle come out in a marching order.
  • One of Gut's preset pit traps go drops in, this pit is 10 by 10 and the creature falls 20ft. When the trap opens the creature needs to make a dc 15 dexterity saving throw on a fail the target drops 20ft and takes 7 (2d6) bludgeoning damage

Previous Versions

Name Date Modified Views Adds Version Actions
4/11/2021 5:02:55 PM
8
0
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Coming Soon

Monster Tags: Misc Creature

Habitat: HillMountainUnderdark

Garroth_shield_master

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