Gargantuan Beast, Unaligned
Armor Class 16 (natural armor)
Hit Points 132 (12d12 + 60)
Speed 60 ft., Walk 40 ft.
STR
22 (+6)
DEX
14 (+2)
CON
20 (+5)
INT
5 (-3)
WIS
12 (+1)
CHA
7 (-2)
Saving Throws STR +10, CON +9
Skills Perception +6, Stealth +2
Condition Immunities Grappled, Restrained
Senses Blindsight 45 ft., Passive Perception 16
Languages --
Challenge 11 (7,200 XP)
Proficiency Bonus +4
Traits

Echolocation. The Crimson Mountainback can't use its blindsight while deafened. The Crimson Mountainback may also expend its bonus action to double the range of its blindsight.

Keen Hearing. The Crimson Mountainback has advantage on Wisdom (Perception) checks that rely on hearing.

Frightful Presence. Each creature that is within 90 feet of the Crimson Mountainback and aware of it must succeed on a DC 17 Wisdom saving throw or become frightened 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 the Crimson Mountainback's Frightful Presence for the next 24 hours.

Precarious Flight. The Crimson Mountainback must use a bonus action to inflate its propulsion sacs in order to move upward, or change direction in flight.

Actions

Multiattack. The Crimson Mountainback has the option of taking two attacks (one Bite and one Body Slam), or taking one attack and a bonus action.

Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 19 (4d6 + 6) piercing damage. If the target is a Large or smaller creature, it must succeed on a DC 16 Dexterity saving throw or be swallowed by the Crimson Mountainback. A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the Crimson Mountainback, and it takes 17 (5d6) acid damage at the start of each of the Crimson Mountainback's turns.

If the Crimson Mountainback takes 30 damage or more on a single turn from a creature inside it, the Crimson Mountainback must succeed on a DC 22 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the Crimson Mountainback. If the Crimson Mountainback dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 20 feet of movement, exiting prone.

Body Slam. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 21 (5d6 + 6) bludgeoning damage.

Bonus Actions

Precarious Flight. When using flying speed, the Crimson Mountainback can expend a bonus action to take directional movement or move upward.

 

Reactions

Regenerative Mucous. When hit in combat, the Crimson Mountainback can use its reaction to heal for 2d6, or negate half of the incoming damage, whichever is more. The Crimson Mountainback may roll first and choose the higher of the two values.

Description

A massive, gliding, eyeless axolotl-cobra hybrid, it has six huge sacs filled with various gasses which assist it in lighter than air movement. In order to navigate the foggy cliffs it calls home, it utilizes echolocation instead of sight. When threatened or hungry it is highly aggressive, devouring anything moving within its path.

The most notorious denizen of the Upper Reaches of The Abyss, the Crimson Mountainback can swallow an entire party whole. That is, if it first doesn't crush them with its supermassive body. Its fearsome reputation combined with its unbelievable size renders many adventurers weak in the knees at the sight of it. There are said to be only a few mating pairs of Crimson Mountainbacks left in the wild, but according to the most recent casualty listings of Rimtown, they are as hungry as ever.

Lair and Lair Actions

The Crimson Mountainback is normally found near the Cloud Islands of the Upper Reaches of the Abyss. While it is relatively dormant for weeks at a time, the Crimson Mountainback is crepuscular, thus only active at dawn and dusk on days when it is hungry.

Lair Actions

The Crimson Mountainback will fiercely attack any stray adventurers that wander too closely (within 50 feet) to the mouth of its cave. When this happens, and the Crimson Mountainback beats an initiative of 15, it can take one and only one of the following lair actions before the start of combat:

  • The Crimson Mountainback takes a free movement and bite action.
  • If there is a fog around the area of the lair, the Crimson Mountainback can move so that it positions itself in a hiding spot of its choice, only detectable by a DC 20 Wisdom (Perception) check with disadvantage.

Regional Effects

The presence of the Crimson Mountainback causes the following local effects:

  • There are no other creatures within one kilometer of the cave head, and any encounter rolls that would otherwise happen in the area are negated at the times of dawn and dusk.
  • If the party approaches within one kilometer of the cave head, the DM secretly rolls two 1d4s in succession. On a 1 and a 1, there is the viscera of a Snifter within fifty feet of the cave entrance.
  • If the Crimson Mountainback is sleeping within the cave, and the party passes within one kilometer, a distant snoring can be detected by the party on a DC 15 Passive Perception check, that utilizes hearing. A successful check will prompt the following information: "You hear a distant rumbling, sort of like thunder, but at regular intervals."

 

Previous Versions

Name Date Modified Views Adds Version Actions
6/1/2021 3:55:15 AM
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Coming Soon

Monster Tags: Misc Creature

Habitat: GrasslandMountain

TaoFarmer

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