Huge Humanoid, Chaotic Neutral
Armor Class 18 Natural Armor
Hit Points 68 (7d10 + 24)
Speed 25 ft., Burrow 35 ft.
STR
20 (+5)
DEX
14 (+2)
CON
16 (+3)
INT
4 (-3)
WIS
6 (-2)
CHA
12 (+1)
Saving Throws STR +7, CON +5
Skills Deception +7, Stealth +7, Survival +9
Damage Resistances Thunder
Condition Immunities Deafened
Senses Blindsight 20 feet, Darkvision 80 feet, Passive Perception 16
Languages Common, Undercommon
Challenge 4 (1,100 XP)
Proficiency Bonus +2
Traits

Enhanced Sniffing. It is near impossible for a creature to sneak around a Molenoid because of their enhanced sense of smell. A creature must roll a natural 20 on a sneaking roll or be found.

Titanic Claws. The Molenoid's scrabbling claws allow it to dig through Material up to the strength of Steel, meaning it can dig through ground and rend armor with ease. Dig through most materials, and subtract 8 from the armor class of your opponent when using Titanic Claws. 

Thick Hide. The Cavern Tearer's Hide is so thick that only spells of all powers and attacks from melee weapons that deal at least 2d6 damage can actually hurt the Cavern Tearer.

Actions

MultiAttack. The Cavern Tearer Molenoid can make two attacks with it's Titanic Claws and one attack with it's Crushing Grip.

Titanic Claws. The Molenoid makes quick slashes with it's sharp claws. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 1 (3d10 + 7) [Slashing] damage. Rends armor by -8

Crushing Grip. The Cavern Tearer Grabs it's target and starts to crush them. Melee Weapon Attack: +3 to hit, reach 5 foot., the target must succeed on a strength saving throw of 18 plus or take (5d8 + 6) [Bludgeoning] damage on a failed save or half as much on a successful one.

Description

The Molenoids are humanoid mole-like creatures that dig through the ground making complex tunnels and mineshafts spanning multiple miles. Molenoids will dig into other mineshafts to steal food and resources before quickly covering their tracks and filling in their escape tunnel. The Cavern Tearer Molenoid is a Huge Molenoid used to rip the ground into caverns for the molenoids to inhabit. This Ferocious Beast can not be reasoned with and will rip anything that gets in their way to shreds. The Molenoids keep the cavern Tearers chained up in their caverns until they are useful adding to this beasts fury.

Lair and Lair Actions

The Cavern Tearer Molenoid's Lair is a giant cavern torn open by itself with sharp edges from the shape of it's Titanic Claws. The Lair is generally full of a few other molenoids keeping the Cavern Tearer chained in place so it doesn't go on a killing spree. 

Regional Effects.

Any creature within the lair of a Cavern Tearer that does not have the molenoid key word is at a disadvantage on all saving throws.

Any creature within the lair of a Cavern Tearer that does not have the molenoid key word will have it's move characteristic dropped by 10 feet.

Previous Versions

Name Date Modified Views Adds Version Actions
6/19/2022 11:10:28 PM
2
1
5e
Coming Soon
6/20/2022 12:04:24 AM
1
1
5e
Coming Soon

Monster Tags: humanoid

Habitat: MountainUnderdark

GuppaTheGreat

Comments

Posts Quoted:
Reply
Clear All Quotes