ThunderClaw- this creatures attacks have reach and the damage and effects change depending on if a target is hit at 5 or 10 ft. if hit at 5 ft the target must succeed a strength save DC 20 or be pushed back 5 feet. if hit at 10 ft, the target must succeed a constitution save DC 20 or be stunned until their next turn
Multi Attack- as an action this creature may attempt 2 attacks, one with each of its main claws. Range: 5/10, Attack: +15, Hit: 36 (4d12+9 either bludgeoning at 5 ft or thunder at 10 ft)
Bonus Action- this creature may attempt a grapple as a bonus action upon a successful melee attack against a a target up to one size larger than it. Strength save DC 20
Bonus Action- While underwater, this creature can take the disengage action as a bonus action
Thunderwave- This creature may choose to cast the spell Thunderwave at level 4 for free as a reaction to being struck by a successful melee attack. DC 20 save
this cast is seen as an innate physical ability of the creature and as such is not affected by anti magic or counter spell.
this ability recharges on a 5 or 6 rolled on a d6 at the end of its turn
Ambush Predator- this creature may choose to use an attack of opportunity on a creature entering its melee range
Description
These hulking underwater behemoths patrol the hallowed grounds or temple of its eldritch master, worn and time weathered stone structures and caverns deep underneath the sea. To many these temples are long forgotten to time since the days when they once arose above the surface, eons ago. now crumbling and decrepit, these ancient ziggurat now lie dormant aside from the few ancient unaging protectors that prowl and forever protect the silt covered halls, chambers, and passageways.
The appearance of these time worn monstrosities resemble that of the small but powerful Mantis Shrimp. covered in thick iridescent chitin that shimmers and shines even in the blackened depths of the ocean floor. it carries two massive claws that can be extended to assault its prey at near incomprehensible speeds, not unlike that of the broadside cannons that many sailors attempted to fight back and defend against these creatures.
powerful and beautiful, the gem like shine of their shells have attracted many a greedy sailor and treasure hunter to a watery grave. deep under the surface, where their bodies are brought inside of their nearby temple or cavern and offered to the long silent eldritch masters these creatures once served.
while these creatures are exceedingly dangerous, they will rarely venture far from whatever hallowed ground they were ordered to protect. however if ever one is seen far from a known temple, there can only be one of two reasons. either, there is a temple undiscovered, much closer than once believed. or the more troubling reality, that the creatures long silent master has awoken and is demanding of sustenance or offerings.
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