Huge Monstrosity, Typically Lawful Evil
AC 20 Natural Armor    Initiative +3 (13)
HP 270 (20d12 + 70)
Speed 40 ft., Swim 80 ft.
Mod Save
STR 26 +8 +8
DEX 16 +3 +3
CON 24 +7 +7
Mod Save
INT 12 +1 +1
WIS 18 +4 +4
CHA 22 +6 +6
Skills Deception +11, Insight +9, Stealth +8
Vulnerabilities Fire
Resistances Cold; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Immunities Charmed, Frightened
Senses Blindsight 60 ft.; Passive Perception 19
Languages Aemoldok can understand Common, Giant, and Deep Speech, but cannot speak unless it is speaking through a corpse that it is holding.
CR 15 (XP 13,000; PB +5)
Traits

Amphibious. Aemoldok can breathe air and water.

Keel Breaker. Aemoldok deals double damage to objects and structures

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

Rigid Shell. Aemoldok cannot squeeze through smaller spaces.

Spider Climb. Aemoldok can walk on ceilings and on vertical surfaces without needing to make an athletics check or use additional movement.

Actions

Multiattack. Aemoldok makes two attacks in any combination of Claw and Grasping Tentacles, and uses Shell Slam or Swallow.

Claw. Melee Attack Roll: +13, reach 10 ft. Hit: 24 (4d8 + 8) bludgeoning damage. If the target is a Large or smaller creature, it has the Grappled condition (escape DC 18) from one of two claws.

Grasping Tentacles. Melee Attack Roll: +13, reach 30 ft. Hit: 18 (2d10 + 8) Slashing damage. If the target is a Large or smaller creature, it has the Grappled condition (escape DC 16).

Shell Slam. Constitution Saving Throw: DC 18, Any creature within 10 ft of Aemoldok. Failure: 24 (4d8 + 8) thunder damage and is knocked prone. Success: Half damage.

Swallow. Dexterity Saving Throw: DC 16, one creature Grappled by Aemoldok (it can have up to two creatures swallowed at a time). Failure: 30 (4d10 + 10) Piercing damage. If the target is Large or smaller, it is swallowed and no longer Grappled. A swallowed creature has the Restrained condition, has Total Cover against attacks and other effects outside of Aemoldok, and takes 21 (7d6) Acid damage at the start of each of its turns. At the end of its turn, it can repeat the saving throw to end this condition. Success: Half damage and the creature is not swallowed.

Legendary Actions

Legendary Action Uses: 3. Immediately after another creature’s turn, Aemoldok can expend a use to take one of the following actions. Aemoldok regains all expended uses at the start of each of its turns.

Fling. Aemoldok throws a Large or smaller creature Grappled by it to a space it can see within 30 feet of itself that isn’t in the air. Dexterity Saving Throw: DC 18, the creature thrown and each creature in the destination space. Failure: 18 (6d6) Bludgeoning damage, and the target has the Prone condition. Success: Half damage only.

Move. Aemoldok moves up to its speed.

Voice of the Grave. If Aemoldok is grappling a corpse, it can speak through it and invoke fear. Wisdom Saving Throw: DC 19, each creature in a 15 ft radius of the corpse. Failure: 16 (2d10 + 6) psychic damage and the target becomes Frightened for the next minute. They may repeat the saving throw at the end of each turn, ending the effect on a success. Success: Half damage.

Lair and Lair Actions

Aemoldok can create its lair over a long rest, provided it has enough food to sustain itself and its children (DM's discretion). Aemoldok will lay its eggs, which are cantaloupe-sized grey balls that are laid in clumps around the lair. Aemoldok will attempt to extort surrounding creatures to supply enough food for itself and its children.

At the end of each round of combat, some of Aemoldok's eggs may hatch. Roll (1d6) to determine the result:

2-4. Feed the Swarm. Patches of eggs hatch into swarms of tiny crabs. Create two Swarm of Crabs in the lair. Roll initiative for them.

5-6. Spawn of the Deathgrip. A single large egg hatches into a giant crab creature. Roll initiative for it.

Previous Versions

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2/23/2025 7:53:30 AM
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2/23/2025 8:22:23 PM
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5/20/2025 7:43:12 PM
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Achilles8934

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