Large Monstrosity (Skulk), Typically Neutral Evil
Armor Class 17 (natural armor)
Hit Points 82 (17d8 + 28)
Speed 10 ft., Swim 40 ft.
STR
21 (+5)
DEX
11 (+0)
CON
18 (+4)
INT
10 (+0)
WIS
12 (+1)
CHA
7 (-2)
Saving Throws STR +8, CON +7
Skills Intimidation +14, Perception +10
Damage Resistances Bludgeoning, Psychic
Condition Immunities Blinded
Senses Darkvision 120 ft., Passive Perception 14
Languages Abyssal, Deep Speech, Telepathy 120 ft.
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

Amphibious. The Cave Shrimp can breathe air and water.

Envelope. The Cave Shrimp uses its large stature to grapple it's prey, the target must make a DC 15 Strength saving throw or be considered Grappled. If the target is Enveloped, the Cave Shrimp can make one claw attack against it as a bonus action.

Low light eyes. The Cave Shrimp cannot be blinded.

Light Sensitivity. While in bright light, the Cave Shrimp has disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight.

Cave Shrimp milk. The Cave Shrimp excretes a pinkish white milk out of it's backside when distressed. This milk is slightly toxic and tastes vaguely of plankton. It is known to deteriorate your vocal cords if consumed in large quantities. 

Actions

Multiattack. The Cave Shrimp makes two claw attacks and one bite attack.

Claws. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit:  11 (2d6+4) slashing damage. If the target is a humanoid, it must succeed on a DC 10 Constitution saving throw or be infected with a Primordial Parasite.

Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 16 (3d8 + 3)piercing damage. If the target is a humanoid, it must succeed on a DC 10 Constitution saving throw or be infected with a Primordial Parasite.

Thirst Charm(3/Day). The Cave Shrimp targets one creature it can see within 30 feet of it. The target must succeed on a DC 14 Wisdom saving throw or be magically charmed by the Cave Shrimp until the Cave Shrimp dies or until it is on a different plane of existence from the target. The charmed target is suddenly fascinated with the consumption of the Cave Shrimp's milk and the Cave Shrimp and the target can communicate telepathically with each other over any distance.

After being charmed, the charmed target will be constantly thirsty until they long/short rest.

Whenever the charmed target takes damage, the target can repeat the saving throw. On a success, the effect ends. No more than once every 24 hours, the target can also repeat the saving throw when it is at least 1 mile away from the Cave Shrimp.

Description

The Cave Shrimp was first found by dwarves in dwarven mines, and is often found in deep caves, most likely with a pool of water nearby. The Cave Shrimp is a pack animal, and is rarely found in groups of less than 4.

They feed mainly on fish but eat anything that comes across their nest. They are carnivores. They can use their immensely powerful claws to splinter the bones of anyone who comes across them, rendering them mostly immobile. 

The Cave Shrimp will excrete a pinkish white milk when distressed, which is slightly toxic to most living beings. Dwarves have developed a resistance to it, as they often drink it when mining. It will deteriorate one's vocal cords if consumed in large amounts, and often causes food poisoning. They can charm a person into desiring this milk.

Lair and Lair Actions

Cave Shrimps nest in subterranean water caves. A Cave Shrimp spends most of its existence above water, going into water only to find food and shelter. 

Nest Actions

When fighting inside its nest, a Cave Shrimp can invoke the ambient magic to take nest actions. On initiative count 20 (losing initiative ties), the Cave Shrimp takes a nest action to cause one of the following effects:

  • Pools of water within 90 feet of the Cave Shrimp surge outward in a grasping tide. Any creature on the ground within 20 feet of such a pool must succeed on a DC 14 Strength saving throw or be pulled up to 20 feet into the water and knocked prone. The Cave Shrimp can’t use this nest action again until it has used a different one.
  • Water in the Cave Shrimp's nest magically becomes a conduit for the creature’s rage. The Cave Shrimp can target any number of creatures it can see in such water within 90 feet of it. A target must succeed on a DC 14 Wisdom saving throw or take 7 (2d6) psychic damage. The Cave Shrimp can’t use this nest action again until it has used a different one.

Regional Effects

The region containing a Cave Shrimp’s nest is warped by the creature’s presence, which creates one or more of the following effects:

  • Underground surfaces within 1 mile of the Cave Shrimps' nest are slimy and wet, and are difficult terrain.
  • Water sources within 1 mile of the nest are supernaturally fouled. Enemies of the Cave Shrimp that drink such water vomit it within minutes.
  • The air in a Cave Shrimps' nest is intoxicated by the Cave Shrimps' milk and will cause hallucinations if breathed in excess of 20 minutes. These hallucinations can be anything, and is mostly up to the DM.

If the Cave Shrimp dies, the effects fade over the course of 3d10 days.

Previous Versions

Name Date Modified Views Adds Version Actions
7/27/2022 7:26:30 PM
5
0
1
Coming Soon
7/27/2022 7:29:50 PM
5
1
1.5
Coming Soon

Monster Tags: monstrosity

Habitat: UnderdarkUnderwater

CalledKara

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