Large Beast (Ambusher), Neutral
Armor Class 17 Chitinous Plating
Hit Points 178 (17d12 + 68)
Speed 15 ft., burrow 45 ft.
STR
22 (+6)
DEX
14 (+2)
CON
18 (+4)
INT
2 (-4)
WIS
16 (+3)
CHA
6 (-2)
Skills Perception +7, Stealth +6
Damage Resistances Bludgeoning and Piercing from nonmagical attacks
Condition Immunities Grappled, Prone
Senses Darkvision 60ft, Tremorsense 120ft. , Passive Perception 17
Languages --
Challenge 9 (5,000 XP)
Proficiency Bonus +4
Traits

Ambush Burrower

While underground and motionless, Yse’Monomo is indistinguishable from terrain. A creature must succeed on a DC 18 Wisdom (Perception) check to detect its presence. If it makes an attack while hidden, it does so with advantage, and the target has disadvantage on the saving throw.


Sinktrap Zone

The area within a 30-foot radius of Yse’Monomo’s burrow is unstable. Any creature that starts its turn in this area must succeed on a DC 15 Dexterity saving throw or sink 5 feet into the soft soil and become restrained until the end of their next turn or until they succeed on a Strength (Athletics) check (DC 15).


Soil Sense

Yse’Monomo can detect the position of any creature in contact with the ground within 60 feet, even if they are invisible or behind cover. This functions like blindsight, but only through the ground.

Actions

Multiattack

Yse’Monomo makes two attacks: one with Mandibles and one with Feeding Spike (if a creature is grappled).


Mandibles. Melee Weapon Attack:

+10 to hit, reach 10 ft., one creature.
Hit: 19 (3d8 + 6) slashing damage. The target must succeed on a DC 16 Strength saving throw or be grappled (escape DC 16). While grappled, the target is restrained and dragged 5 ft. toward the tunnel on each of Yse’Monomo’s turns.


 

Feeding Spike. Melee Weapon Attack:

+10 to hit, reach 5 ft., one grappled or prone creature.
Hit: 16 (3d6 + 6) piercing damage, and the target must succeed on a DC 15 Constitution saving throw or be paralyzed for 1 minute (repeat save at the end of each of its turns).


 

Soil Eruption (Recharge 5–6)

Yse’Monomo bursts upward in a 20-ft.-radius tremor. Each creature in the area must make a DC 16 Dexterity saving throw, taking 27 (6d8) bludgeoning damage on a failure, or half as much on a success. Creatures that fail are also knocked prone and must succeed a DC 15 Strength saving throw or begin sinking (Sinktrap Zone applies).


 

Reactions

Earthen Retreat (1/Short Rest)

As a reaction when reduced below 50% HP, Yse’Monomo can burrow 20 feet into the earth without provoking opportunity attacks and become hidden.

Description

Yse’Monomo

(Giant Fang Beetle)
Ambush Burrow-Beast
Elemental Affinity: None
Primary Threats: Buried Mandible Slam, Grapple-and-Drag, Paralytic Spike, Terrain Control


“You don’t see it. You hear it — half a second before the ground vanishes under you. If you’re lucky, it only takes one of you.”
Arehn, survivor of the Buried Caravan


Physical Description

A creature of grit, pressure, and silence, Yse’Monomo is an evolutionary paradox — both ancient and impossibly specialized. With a segmented, larva-like body and armor-plated shell, it can remain inert beneath the earth for months, waiting in hibernation until the earth trembles with prey above.

Its most iconic feature is its twin mandibles, each larger than a man’s body, lined with barbed ridges and jointed like bone saws. These can snap upward through the soil with enough force to cleave stone or break shields in two. Between these jaws rests a hidden feeding spike, long and needle-like, capable of injecting paralytic enzymes or siphoning fluids from ensnared prey.

Yse’Monomo’s dull coloring — sandstone, blackened bronze, and clay red — allows it to blend seamlessly with the dry plains soil, creating deceptive patches of “safe” ground above its trap zone. Its lower segments are fringed with burrowing bristles and clawed rings, allowing it to churn soil like liquid as it digs or retreats.

Behavior

Yse’Monomo is not territorial, nor is it a predator in the traditional sense. It is a mechanism of nature, functioning like a biological pitfall. It does not hunt. It waits.

Resting under the surface in a semi-dormant state, Yse’Monomo is stirred only by specific environmental triggers: weight above its burrow, irregular footsteps, or sustained presence in one location. It is particularly sensitive to vibrations made by large creatures or groups — such as caravan animals, patrols, or hunting parties.

Once active, it erupts upward with terrifying speed, attempting to trap, pierce, and drag its victim underground. If it misses or is repelled, it rarely pursues — instead, it burrows again at a new location, often relocating hundreds of feet in minutes.


 

Combat Notes (Hunter's Guide)

  • Yse’Monomo will not reveal itself until prey is stationary or slow-moving directly above.

  • Detectable by slight temperature changes in soil and air distortion due to underground heat.

  • Earth magic or tremor-based spells can sometimes reveal its hiding place.

  • Best countered with long-range harpoons, heavy nets, or shock traps timed to stun during emergence.

  • Once grappled, escape immediately — prolonged struggle will end in burial and paralysis.

  • Internal flesh is soft; cracking the chitinous armor is the key to dealing sustained damage.

  • Avoid splitting the party near tunnel entrances — it can strike and vanish before reinforcements arrive.


Notable Features

  • Sinktrap Soil: Creates loose terrain zones that collapse beneath prey, ideal for surprise grabs.

  • Feeding Spike: Paralyzes and drains prey after a successful grapple.

  • Soil Eruption: Explosive burst used when emerging, knocking prey prone and softening terrain.

  • Resin-Bound Tunnels: Its lair, the Yse Tunnels, are smooth, echoing, and nearly untraceable.

  • Unknown Depth: Legends suggest that the true lair descends past the natural crust — possibly into primordial territory.

Lair and Lair Actions

Lair: Yse Tunnels


Environment Overview

The Yse Tunnels are a sprawling, ancient warren of collapsing soil, calcified resin, and narrow, spiked tunnels beneath the plains. Extending for miles, these tunnels twist downward into regions no explorer has returned from. Evidence suggests they may intersect with deep elemental chambers or ancient burials long since forgotten.

No map exists. No path is consistent. The tunnels change.


Lair Actions (Initiative count 20, losing initiative ties)

While in its lair, Yse’Monomo can invoke the environment. It can use one of the following lair actions each round:

1. Collapsing Chamber

A 20-ft.-radius area of tunnel collapses. Creatures in the area must make a DC 16 Dexterity saving throw or take 21 (6d6) bludgeoning damage and be buried (restrained and blinded) until dug out (DC 18 Strength).


2. Resin Bloom

The tunnel walls erupt with sticky resin. All creatures within 30 ft. of Yse’Monomo must succeed on a DC 15 Strength saving throw or have their speed halved and be unable to Dash until the end of their next turn.


3. False Echoes

Yse’Monomo uses tremors to confuse prey. All creatures that rely on hearing or tremorsense have disadvantage on Perception and attack rolls until the start of the next round.


Regional Effects (while Yse’Monomo is alive)

  • Areas near a Yse Tunnel become dry and cracked, soft underfoot.

  • Creatures with burrow speeds feel strange vibrations near the tunnels and refuse to enter.

  • Once per day, a new sinkhole appears somewhere on the plains within 1d4 miles of the lair.

Previous Versions

Name Date Modified Views Adds Version Actions
7/1/2025 5:18:58 AM
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