Tunneler. The worm can burrow through solid rock at half its burrow speed and leaves a 50-foot-diameter tunnel in its wake.
Consumer of Reality. Yhashtur has a hunger that doesn't end, Yhashturs driven by Gluttony, and will do anything to consume most things. Yhashtur can consume anything. Anytime
Gluttonys disturbance. Any creature consumed and slain by Yhashtur, can't be resurrected, unless through the wish spell.
Multiattack. Yashtur makes two attacks: one with its bite and one with its stinger.
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 worm. A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the worm, and it takes 21 (6d6) acid damage at the start of each of the worm's turns.
If Yhashtur takes 60 damage or more on a single turn from a creature inside it, the worm 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 worm. If Yhashtur dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 20 feet of movement, exiting prone.
Tail Stinger. Melee Weapon Attack: +14 to hit, reach 10 ft., one creature. Hit: 19 (3d6 + 9) piercing damage, and the target must make a DC 19 Constitution saving throw, taking 42 (12d6) poison damage on a failed save, or half as much damage on a successful one.
Spit. Yhashtur can spit the decayed and digested goopy corpses he consumes, the paste is stored within a gland next to the stomach, Yhashtur makes his chrysalis out of this as well, Creatures hit by this (DC 15) Dex save, creatures that fail must additionally make a (DC 18) STR Save or be restrained within the goopy paste
Burrow- Yhashtur can burrow down into the ground.
Chase. Yhashtur always targets the tallest creature at the start of combat. He can move 30ft towards the tallest creature.
Paste time- Any Living creature Yhashtur consumes, he can turn into stringy paste that can be used to restrain enemies or to build himself a nest, or Chrysalis.
Cry of Gluttony(Once per combat)- Yhashtur admits a deafening scream, any creature that hears it must make a DC 20 CON save, or go permenantly deaf, along side that after a week the creature will begin to change and cacoon it'self its body will morph into a human sized fly. That is Loyal to Yhashtur. The transformation is refersable with a wish spell, 75 points of healing withing the first 2 days.
Creatures who undergo the transformation will have to withstand severe Night Terrors, and visions of Decaying Corpses.
Description
Gluttony is a sin. Yhashturs hunger will deal him 10 points of damage, for every 2 days he doesnt consume a car worth of anything.
Drooling. Yhashtur's drool has acidic properties on metal, but on natural soil it will grow flowers, Yhashturs silvia is
Maggot body- Yhashtur is drawn to death, thrives off of it even.
Lair and Lair Actions
Yhashturs Lair. Yhashtur is a Great Old One,The lair of Yhashtur always lies deep in the heart of a mountain, The creature dwells in a Caverns of monstrous size, the lair is filled with the smell of rot, and decay. Creatures that enter the lair are hit with this smell, watering eyes and faltering breath as they breath in the smell of Death it'self.
Description of the lair. The Lair of Yhashtur, is usually found near where A large cluster of living creatures were, The Lair always consists of a Cavern or Cave of monstrous size, that is filled with Decayed corpses of creatures yet to be consumed, there are sections where some creatures have been crystallized in this pinkish muscle like goop.
Lair Actions
When fighting inside its lair, Yhashtur can use lair actions. On initiative count 20 (losing initiative ties), Yhashtur can take one lair action to cause one of the following effects; Yhashtur can’t use the same lair action two rounds in a row:
- Yhashtur's Lair attempts to scare off intruders, by showing them horrific sanity melting images.
- The Lair targets one creature it can sense within 120 feet of it, that creature must succeed a DC18 Wisdom save or fall into a trance, until they save, they relive their worst moment.
- The Lair targets one creature it can sense within 120 feet of it and anchors it by sheer force of will. The target must succeed on a DC 18 Charisma saving throw or be unable to leave the lair.It sees the lair as a safe place until proven otherwise, or until they save. It can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
- The Lair alerts Yhashtur of intruders after the party stumbles 60ft in. A small ringing echos through the cavern.
Regional Effects
The territory within 1 mile of Yhashtur is altered by the creature’s Eldritch presence, which creates one or more of the following effects:
- Creatures within 5 miles of an Yhashtur's Lair feel as if they are being hunted or stalked.
- Creatures that passes by a corpse without paying it's due and saying thanks to the dead, begin to feel extreme paranoia (DC 15 Wisdom Save)
- Yhashtur can overhear any telepathic conversation happening within 5 miles of it. The creature that initiated the telepathic conversation makes a DC 18 Wisdom (Insight) check when telepathic contact is first established. If the check succeeds, the creature is aware that something is eavesdropping on the conversation. The nature of the eavesdropper isn’t revealed, and Yhashtur can’t participate in the telepathic conversation unless it has consumed the type of creature that initiated it.
- Any creature that tries to talk to themselves, hears faint, incomprehensible whispers in the deepest recesses of its mind. This consists of the Eldritch horror known as Yhashturs stray thoughts echoing.
THE COLONY
Two Thousand Heads Are Better Than One
Each individual Insect has a linked mind, all the Insects of a colony combined are Intelligent and Unique. A super-organisms can solve difficult problems by processing information as a group. For example, a colony can compare potential nest sites before collectively choosing the best one. A solitary insect would not be able to weigh as many options, and could more easily make a mistake. Yhashtur is the considered *Queen* of the coloney, Dealing out orders and forming new Coloney members. Traditionally most of the Coloney stays near Yhashturs Chrysalis, then the rest are spread off searching for good nesting points, or good targets to claim for the coloney. Each Coloney member is unique, but they each share the same goal. Yhashtur's protection above all else.
Members of the coloney will not attack you unless you attack them. (Infortmation about the colony came from(Ant Coloney-Ask a Biologist- From Arizona State university)
If Yhashtur dies, these effects end after a day. Victims that died here turn into Insects, and those that are lucky enough to survive traditionally go insane, Yhashtur's prescenes wards off other Eldritch Horrors. Yhashtur is said to be the Rival of the Crawling Chaos, Nyarlathotep.







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