Medium Monstrosity, Unaligned
Armor Class 14 Natural armor
Hit Points 75 (10d8 + 30)
Speed 40 ft., Climb 30 ft.
STR
14 (+2)
DEX
16 (+3)
CON
16 (+3)
INT
4 (-3)
WIS
12 (+1)
CHA
6 (-2)
Skills Perception +3, Stealth +5
Damage Resistances Poison
Condition Immunities Poisoned
Senses Darkvision 60 ft, Tremorsense 30 ft, Passive Perception 13
Languages --
Challenge 4 (1,100 XP)
Proficiency Bonus +2
Traits

Corrupt Ichor: The ground within 5 feet of the chittering horror is lightly obscured and slick with acidic filth. A creature that enters this area for the first time on a turn or starts its turn there takes 3 (1d6) acid damage.

Skittering Menace: The chittering horror can take the Disengage or Hide action as a bonus action on each of its turns.

Chittering Presence: At the start of each creature’s turn within 10 feet of the horror, that creature must succeed on a DC 12 Wisdom saving throw or have disadvantage on its next attack roll before the end of the turn as maddening chittering and wet clicking gnaws at its sanity.

Actions

Multiattack: The chittering horror makes two attacks: one with its claws and one with its scorpion tail.

Claws: Melee Weapon Attack: +5 to hit, reach 5 ft., 1 target. Hit: 8 (1d8 + 3) slashing damage plus 3 (1d6) acid damage

Scorpion Tail: Melee Weapon Attack: +5 to hit, reach 10 ft., one target.
Hit: 7 (1d8 + 3) piercing damage plus 7 (2d6) poison damage and 7 (2d6) necrotic damage.
The target must succeed on a DC 13 Constitution saving throw or be poisoned until the end of its next turn.
If the save fails by 5 or more, the target is also frightened of the chittering horror until the end of its next turn as necrotic venom seeps into its mind.

Bonus Actions

Scuttle and Strike (Recharge 5–6): The chittering horror moves up to half its speed without provoking opportunity attacks and makes one Scorpion Tail attack.

Reactions

Violent Twitch: When a creature misses the chittering horror with a melee attack, the horror can make one Claws attack against that creature.

Legendary Actions

Chattering Call: at 30 hp the creature lets out a cry and calls for (1d4 - 1) Grotesque Scuttlers.

 

Description

Tactics & Boss Feel (DM Notes)

  • This creature is meant to climb walls, ceilings, and trees, striking from unexpected angles.

  • Open with Scuttle and Strike, retreat, then punish clustered PCs with Corrupt Ichor positioning.

  • Focus tail attacks on frontliners to spread poison and fear while claws harass softer targets.

  • If you want it nastier: let it start the fight hidden, or give it advantage on its first attack.

Previous Versions

Name Date Modified Views Adds Version Actions
12/25/2025 3:04:05 AM
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12/25/2025 3:10:27 AM
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12/25/2025 3:23:39 AM
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12/25/2025 3:28:03 AM
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Habitat: SwampUnderdark

Mno_Does_Stuff

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