Huge Monstrosity, Neutral Evil
Armor Class 19 (natural armor)
Hit Points 270 (17d12 + 85)
Speed 60 ft., Climb 40 ft., Burrow 30 ft.
STR
26 (+8)
DEX
22 (+6)
CON
22 (+6)
INT
20 (+5)
WIS
18 (+4)
CHA
12 (+1)
Saving Throws DEX +11, CON +11, INT +10, WIS +9
Skills Acrobatics +11, Athletics +14, Investigation +10, Perception +11, Stealth +16, Survival +11
Damage Resistances Cold, Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Acid, Poison
Condition Immunities Frightened, Poisoned
Senses Blindsight 60 ft., Darkvision 120 ft., Tremorsense 120 ft, Passive Perception 21
Languages --
Challenge 16 (15,000 XP)
Proficiency Bonus +5
Traits

Amphibious. The Ichormaw can breathe air and water.

Legendary Resistance (3/Day). If the Ichormaw fails a saving throw, it can choose to succeed instead.

Magic Resistance. The Ichormaw has advantage on saving throws against spells and other magical effects.

Magic Weapons. The Ichormaw's weapon attacks are magical.

Quietus Aura. The Ichormaw can deafen any noise within a 10 ft aura around it, as per silence. It can choose to make certain noises be unaffected in the aura. It also has expertise in Stealth checks.

Adaptive Camouflage. If the Ichormaw remains motionless for 1 minute, it can assume the appearance of the area around it, giving it advantage on Stealth checks.

Primeval Instinct. The Ichormaw has advantage on opportunity attack rolls and creatures provoke opportunity attacks from it even if they take the Disengage action. It may make a opportunity attack as a free action, up to five times a round.

 

 

Actions

Multiattack. The Ichormaw makes six attacks: one with its bite, two with its claws, two with it's talons and one with it's tail.

Bite. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 8) piercing damage plus 4 (2d6) acid damage.

Claw. Melee Weapon Attack: +13 to hit, reach 15 ft., up to three targets. Hit: 13 (2d6 + 8) slashing damage.

Talon. Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 15 (2d12 + 8) piercing damage.

Barbed Tail. Melee Weapon Attack: +13 to hit, reach 20 ft., one target. Hit: 15 (2d8 + 8) piercing damage. If the target is a Large or smaller creature, it must succeed on a DC 20 Strength saving throw or be pulled up to 20 feet towards the Ichormaw and is restrained.

Harrowing Screech. Each creature that is within 120 feet of the Ichormaw and can hear it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the Ichormaw's Harrowing Screech for the next 24 hours. The sound is audible for 1 mile.

Spellcasting (Psionics). The Ichormaw casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 18):

At will: minor illusionmold earth, alarm, hunter's markpass without tracedarkness

3/day: vitriolic spheremind spike, dispel magichaste

1/day each: hold monster, synaptic static 

Legendary Actions

The Ichormaw can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The Ichormaw regains spent legendary actions at the start of its turn.

Detect. The Ichormaw makes a Wisdom (Perception) check.

Talon. The Ichormaw makes a talon attack.

Psionic Power (Costs 2 Actions). The Ichormaw casts a spell.

Habitat: Swamp

B3zerker

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