Gargantuan Aberration, Chaotic Evil
Armor Class 18 (natural armor)
Hit Points 247 (15d20 + 90)
Speed 60 ft.
STR
28 (+9)
DEX
7 (-2)
CON
22 (+6)
INT
6 (-2)
WIS
11 (+0)
CHA
10 (+0)
Saving Throws CON +11, WIS +5
Damage Resistances Acid, Lightning; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Cold, Fire
Senses Blindsight 300 ft. to pinpoint and can detect the presence of creatures up to ten miles away., Unknown The chulcrix is immune to visual effects including gaze attacks and illusions requiring sight, Passive Perception 9
Languages --
Challenge 16 (15,000 XP)
Proficiency Bonus +5
Traits

Magic Resistance. The chulcrix has advantage on saving throws against spells and other magical effects.

Regeneration. The chulcrix regains 10 hit points at the start of its turn.

Actions

Multiattack. The worm makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 22 (3d8 + 9) piercing damage. If the target is a Large or smaller creature, it must succeed on a DC 19 Dexterity saving throw or be swallowed by the chulcrix. A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the chulcrix, and it takes 21 (6d6) acid damage at the start of each of the chulcrix's turns.

If the chulcrix takes 30 damage or more on a single turn from a creature inside it, the chulcrix must succeed on a DC 21 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 chulcrix. If the chulcrix dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 20 feet of movement, exiting prone.

Claw. Melee Weapon Attack: +14 to hit, reach 20 ft., one target. Hit: 16 (2d6 + 9) slashing damage.

Plane Shift. The chulcrix can plane shift itself only by turning itself inside-out and shifting to a new location, instantly resuming its normal shape. Any living creatures in the chulcrix’s gullet are left behind when it plane shifts to a new location.

Paralytic Telekinesis.The chulcrix can create a cone of telekinetic force, extending from its maw to a range of 100 feet. All creatures within the area of the cone must succeed on a DC 21 Constitution saving throw or be paralyzed and begin to float towards the chulcrix’s maw at a speed of 10 feet per round. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The chulcrix must maintain the paralytic telekinesis each round; if it takes any other action, the effect ends, and affected creatures may move normally (usually falling to the ground). Any paralyzed targets within the cone that are adjacent to the chulcrix at the end of the chulcrix’s turn are swallowed, as with a bite attack.

 

Previous Versions

Name Date Modified Views Adds Version Actions
11/11/2018 4:56:52 PM
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Coming Soon
RaistlinRox

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