Large Aberration, Chaotic Evil
Armor Class 17 natural armor
Hit Points 153 (34d6 + 34)
Speed 30 ft.
STR
18 (+4)
DEX
14 (+2)
CON
12 (+1)
INT
14 (+2)
WIS
14 (+2)
CHA
4 (-3)
Saving Throws CON +4
Damage Resistances Poison
Condition Immunities Blinded, Charmed, Deafened, Frightened
Senses Blindsight 60 ft. (blind beyond this radius), Passive Perception 12
Languages Common Cannot speak., Deep Speech Cannot speak., Undercommon Cannot speak. understands Common, Deep Speech, and Undercommon, but doesn't speak.
Challenge 7 (2,900 XP)
Proficiency Bonus +3
Traits

Amphibious. The cthurkey can breathe air and water.

Sure-footed. The cthurkey has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.

Stench. Any creature that starts its turn within 5 feet of the cthurkey must succeed on a DC 14 Constitution saving throw or take 5 psychic damage and be slowed until the start of its next turn. A second failed saving throw will stun the creature until the start of its next round. On a successful saving throw, the creature is immune to the cthurkey's Stench for 24 hours. 

Actions

Multiattack. The cthurkey attacks with its tentacles. If that attack succeeds, it can make one attack with its bite on the same turn. It can only bite Grappled targets.

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., 1 target. Hit: 11 (2d6 + 4) piercing damage.

Tentacles. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 12 (2d8 +4) bludgeoning damage, and the target is grappled (escape DC 12). Until this grapple ends, the creature is restrained, and the cthurkey can't constrict another target.

Incubation. Melee Weapon Attack: +6 6o hit, reach 5 ft., one target. Hit: 1 bludgeoning damage, and the target must make a DC 12 Constitution saving throw or it is infected with 6-12 cthurkey eggs. The cthurkey will leave alone any prey it lays eggs in, and seek to retreat if it can, but will die rather than hurt the bearer of its eggs.

 

Bonus Actions

(This is an adaption of Skaldforge's creation, searchable on imgur as "A Thanksgiving Treat: The Cthurkey". Stats by Skaldforge and art by Cobaltplasma.)

The cthurkey has the body of a large bird without feathers, the tentacles and mouth of an octopus, and the legs of a crab. Ancient legends teach that it once was offered as a burnt sacrifice to unknown gods of gluttony, then consumed by the supplicants.

Ravenous Appetite. A chturkey will eat several times its own weight in food a day. Its typical diet consists of wild grains, tubers, wild berries, tree berries, small game, fish, shellfish, and mollusks. Because of their tremendous appetite, they can often be lured with food.

Burrow Dwellers. Cthurkey live in dark, solitary burrows with plenty of ways it can ambush potential prey. As such, wyou will usually find cthurkey living in fallen trees, streamside caves, rocky overhangs, shallow caves, and old ovens.

Dangerous but Tasty. Despite their fearsome appearance, cthurkey can be eaten upon death, as they are already a delicious golden brown.

Hosted Reproduction. During their breeding season, around midsummer, a chturkey will choose to sublimate its appetite and leave a humanoid prey alive but impregnated with 6-12 eggs. Upon hatching, they erupt from their host almost surely killing them (5d12 piercing damage, DC 18 Constitution save to not be killed outright). The eggs can be terminated via Lesser Restoration cast on the host, if the host is even aware of the eggs (DC 12 Insight or Medicine). Gestation takes 28 days.

 

Reactions

Reaction Name. Enter the description for your action.

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

Senses. Blindsight 60 ft. (blind beyond this radius)

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Dozer737

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