Large Monstrosity, Neutral Evil
Armor Class 12 (natural armor)
Hit Points 93 (11d10 + 33)
Speed 30 ft., swim 50 ft.
STR
19 (+4)
DEX
10 (+0)
CON
17 (+3)
INT
2 (-4)
WIS
10 (+0)
CHA
7 (-2)
Saving Throws STR +7, CON +6
Skills Athletics +7, Stealth +3
Senses Passive Perception 10
Languages --
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Traits

Hold Breath. Thousand Teeth can hold its breath for 30 minutes.

Legendary Resistance (2/Day). If Thousand Teeth fails a saving throw, it can choose to succeed instead.

Actions

Multiattack. Thousand Teeth makes two attacks that must have different targets: one with its bite and one with its tail.

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) piercing damage.

Tail. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.

Death Roll. Melee Weapon Attack: +11 to hit, reach 5 ft., one target currently grappled by the creature. Hit: 22 (4d6+8) piercing damage.

Reactions

Sink and Swim. When an attack misses Thousand Teeth, it may make a DC 15 Dexterity check. If it succeeds, it may sink into the swamp and take the Hide action.  It may also move half its movement speed without provoking opportunity attacks, bring along any creatures it it grappling.

Legendary Actions

Intimidating Hiss: Thousand Teeth opens its mouth wide and makes an ungodly hiss. All creature within hearing must make a DC 12 Wisdom saving throw or be frightened for 1 round.

Tail Sweep: Thousand Teeth rapidly whips their tail around. All creatures within 10 ft are pushed 20 ft away and must succeed on a DC 12 Dexterity saving throw or be knocked prone.

Stashed Prey: Thousand Teeth has stashed previous prey underwater and the combat has knocked it to the surface. All creatures within 30ft must make a DC 13 Constitution saving throw or become poisoned by the appalling smell.

Matt_T

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