Gargantuan Monstrosity, Unaligned
Armor Class 20
Hit Points 341 (23d20 + 100)
Speed
STR
30 (+10)
DEX
10 (+0)
CON
25 (+7)
INT
3 (-4)
WIS
9 (-1)
CHA
6 (-2)
Saving Throws STR +16, CON +13
Damage Resistances Acid, Piercing, Poison
Damage Immunities Bludgeoning
Condition Immunities Poisoned
Senses Passive Perception 12
Languages --
Challenge 19 (22,000 XP)
Proficiency Bonus +6
Traits

Tunneler. The caravan devourer can burrow through solid rock at half its burrow speed and leaves a 20-foot-diameter tunnel in its wake.

Actions

Multiattack. The caravan devourer makes 2 attacks.

Slam. Melee Weapon Attack: +15 to hit, reach 40 ft., 1 target. Hit: 34 (10d4 + 9) bludgeoning damage. 

Body Slam (Recharge 4-6). The caravan devourer slams its body in a 20 foot wide 50 foot long line, any creature in the line must make a DC 21 dexterity saving throw or take 36 (8d8) bludgeoning damage plus 14 (4d6) acid damage and be knocked prone up to 20 feet away on a failed save or take half as much on a success and not be knocked prone.

Tentacle Grab. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 24 (3d8 + 11) bludgeoning damage. A creature hit by this attack is grappled.

Tentacles. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 24 (3d8 + 11) bludgeoning damage plus 11 (3d6) piercing damage. If the target is a huge or smaller creature, it must succeed on a DC 20 Dexterity saving throw or be swallowed by the caravan devourer. A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the worm, and it takes 27 (6d8) acid damage at the start of each of the caravan devourers turns.

If the caravan devourer takes 30 damage or more on a single turn from a creature inside it, the caravan devourer must succeed on a DC 22 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 caravan devourer. If the caravan devourer dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 20 feet of movement, exiting prone.

Earth Shattering Roar. The caravan devourer releases a loud roar, any creature within 1 mile of the caravan devourer that can hear it must make a DC 22 wisdom saving throw or become frightened and deafened until the start of their next turn. A creature within 15 feet of the caravan devourer must make a DC 19 constitution saving throw or take 21 (6d6) thunder damage and pushed 30 feet away on a failed save or only take half as much damage and only be pushed half as far on a success.

 

Bonus Actions

Acid Spray. The caravan devourer releases extra acid inside its body, any creature inside of it takes 9 (2d8) acid damage.

Legendary Actions

The caravan devourer has 3 legendary actions that it can take at the end of a creatures turn. It regains all spent actions at the start of its turn.

Slam (Costs 2 Actions). The caravan devourer makes a slam attack.

Acid Spray (Costs 1 Action). The caravan devourer uses acid spray.

Tentacle Grab (Costs 2 Actions). The caravan devourer uses tentacle grab.

Tiamatslayer25439

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