Gargantuan Monstrosity, Typically Chaotic Neutral
AC 18 Natural    Initiative +1 (11)
HP 210 (20d12 + 80)
Speed 40 ft., Climb 35 ft.
Mod Save
STR 24 +7 +11
DEX 12 +1 +1
CON 18 +4 +8
Mod Save
INT 8 −1 −1
WIS 14 +2 +2
CHA 10 +0 +0
Skills Athletics +11, Nature +0
Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Immunities Deafened, Prone
Senses Darkvision, Tremorsense; Passive Perception 10
Languages Giant, Telepathy
CR 12 (XP 8,400; PB +4)
Traits

 

Molten Shed (1/Day).
When reduced below 70 hit points, the Caterpillar King can molt its exoskeleton as a bonus action. It heals 40 hit points, removes all conditions affecting it, and gains resistance to all damage for 1 minute. The molted shell remains behind, creating a 10-foot-radius zone of difficult terrain that reeks of chemical rot (creatures that start their turn in it must succeed on a DC 16 Con save or be poisoned until the end of their next turn)

Actions

Multi-attack. The Caterpillar King makes two Slam attacks.

Slam. Melee Weapon Attack: +11 to hit, reach 10 ft., one target.
Hit: 20 (3d8 + 7) bludgeoning damage.

Mandibles. Melee Weapon Attack: +11 to hit, reach 5 ft., one target.
Hit: 25 (4d10 + 3) slashing damage and the target is grappled (escape DC 17). While grappled, the target is restrained.

Bonus Actions

Spawn the Swarm (Recharge 5–6 turns).
The King ruptures portions of its body, releasing a swarm of caterpillar larvae onto the battlefield. Choose one of the following effects:

  • Option A – Larval Flood. All creatures within 15 feet must make a DC 17 Dexterity saving throw or take (6d6) piercing damage and be grappled (escape DC 15) by squirming larvae. Grappled creatures are restrained until they escape.

  • Option B – Swarm Spawn. Summon 1d4 Swarms of Rot grubs or custom Swarm of Mutated Caterpillars (use swarm of insects stats, but poison on hit). They obey the King for 1 minute or until destroyed.

Reactions

Grasping Mandibles.
When a creature moves out of the Caterpillar King’s reach, it may make a Mandibles attack against that creature. On a hit, the creature takes damage as normal and its movement is reduced to 0 (grappled, escape DC 17).

Legendary Actions

The Caterpillar King can take 2 legendary actions per round, only one at a time and only at the end of another creature’s turn:

  • Swarm Lurch. Move up to 15 feet without provoking opportunity attacks.

  • Mandible Snap. Make one Mandible attack against a grappled or restrained creature.

  • Thrash (Costs 2). All creatures within 10 feet take 10 (2d8 + 1) bludgeoning damage and must succeed on a DC 15 Strength save or fall prone.

Mythic Actions

Mythic Action Name. Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

A segmented titan of hardened plates, twitching feelers, and slavering mandibles, the Caterpillar King is an apex predator in any environment it claims. It tramples forests, burrows through stone, and floods the battlefield with hordes of wriggling spawn that erupt from lesions along its body. The King isn’t just a brute — it’s an unstoppable natural catastrophe.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Habitat: ForestMountainUnderdark

TwixWrld

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