Large Aberration, Typically Chaotic Neutral
Armor Class 18
Hit Points 150 (20d10 + 2)
Speed 90 ft.
STR
4 (-3)
DEX
18 (+4)
CON
15 (+2)
INT
2 (-4)
WIS
12 (+1)
CHA
5 (-3)
Damage Vulnerabilities Acid, Bludgeoning, Cold, Force, Lightning, Necrotic, Piercing, Psychic, Radiant, Slashing, Thunder
Damage Resistances Poison
Damage Immunities Fire
Condition Immunities Exhaustion, Paralyzed, Petrified
Senses Tremorsense 60ft, Passive Perception 11
Languages --
Challenge 16 (15,000 XP)
Proficiency Bonus +5
Traits

Flyby. The crawltipede doesn't provoke opportunity attacks when it flies out of an enemy's reach.

Weak Spot. The crawltipede has a large spot on the back of it. Any attacks that strike it somewhere other than the weak spot deal no damage. 

Air Tremor. The crawltipede‘s tremorsense can sense tremors within the air. 

Actions

Multiattack. The crawltipede makes 2 charge attacks and 1 Tail Whip, 3 charge attacks or 2 Tail whip attacks. 

Charge. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 5) bludgeoning damage plus 10 (2d8 +1) fire damage.

Tail Whip. Melee Weapon Attack: +6 to hit, reach 10 ft., up to 3 targets. Hit: 7 (1d8 +3) slashing damage. All creatures on the ground that are struck by this must make a DC 15 STR save or be knocked prone. 

Description

Wrapped in celestial energy, this worm-like creature seems invincible. Having no eyes, it senses vibrations in the air. 

Previous Versions

Name Date Modified Views Adds Version Actions
6/18/2022 7:14:59 AM
3
1
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Coming Soon
JohnReaper

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