Gargantuan Monstrosity, Neutral
Armor Class 16 Natural
Hit Points 130 (15d12 + 40)
Speed 15 ft.
STR
22 (+6)
DEX
10 (+0)
CON
12 (+1)
INT
9 (-1)
WIS
11 (+0)
CHA
9 (-1)
Saving Throws STR +9
Skills Stealth +14
Damage Vulnerabilities Fire
Damage Resistances Bludgeoning, Poison
Senses Tremorsense can be considered only able to sense in the directions of arms on the ground, Passive Perception 14
Languages --
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

Special Trait Name. Enter the description for your special trait.

Spellcasting. The [monster name] is a #-level spellcaster. Its spellcasting ability is [ability score] (spell save DC #, +# to hit with spell attacks). The [monster name] has following [class name] spells prepared:
Cantrips (at will): [spell name], [spell name] 
1st level (# slots): [spell name], [spell name] 

Actions

Action Name. Swat

Action Melee Attack. Melee Weapon Attack: +2 to hit, reach 10 ft., all within reach target. Hit: 8 (2d6 + 2) Bludgening damage. 1d6 (hit on 6) chance to hit spike (1d4 + 1) Piercing Damage. 16 (strength saving throw) Or be pushed 10' back.

Action Name. Crush

Action Melee Attack. Melee Weapon Attack: +1 to hit, reach 10 ft., all within reach target. Hit:  11 (3d6 + 2) Bludgening/Crushing damage. (DC 12) Dexterity save to dodge crushing arm. On failure Player is considered grappled to the ground. Arm stays on top of player until damage is done to arm again. Every turn player is "grappled", player must roll a d20 for all wooden/stone equipment; on a 13 one piece of wooden/stone equipment breaks.

Action Name.  Blood Squirt

Action Ranged Attack. Ranged Attack: +2 to hit, range 20 ft., 1 target. Hit: (Constitution saving throw) PC losses their action *due to vomiting* on their next turn, also they are blinded for their next turn. 

Reactions

Reaction Name. Quarstars are very quiet, their mode of communication to other Quarstars is ultra-low frequency "gurgling" that can be hear for miles by other quarstar, and can be felt if within 60'

When injured it will inherently lift its arm straight up in a 45o angle from the ground in pain.

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Description

Quarstars are a land based monster that eats all manner of wood and stone by absorbing it through its underside. Quarstar is passive in nature and will not attack anything not perceived to be attacking it. Quarstars generally move less than 5' per minute while grazing, making them harder to notice. Players can use Perception OR Nature to detect Quarstar. Quarstars are a 35' 7 legged creatures that looks like a starfish, each arm has a small eye on the end, as well between each arm in its "armpit". Each eye is roughly 3" in diameter and not armoured. Fully grown Quarstars can weigh as much as 3500#. Quarstars have a movement speed of only 15' but are able to climb cliffs with overhangs. They merely exist to eat and procreate. If they find a building while grazing they will climb on top of it and gorge on it until noting is left. As they have no understanding or fear of "man" they can be found in villages/citys. Due to their slow movement they always have some sort of moss growing on them, they can also have small trees and bushes growing on them, this gives them natural camouflage so they are not seen as often as other monsters. As they can live for hundreds of years they are not seen too often, often less than 2 Quarstars live within the same 10sq/mile area. 

Its underside is most vulnerable with a dc8 if visible. Its overside is thick hide with large spikes covering its hide, generally 1 spike in a 6" square area. They are also known to squirt blood at attacking foes, which is primarily used to blind. Cannot be grappled unless player takes (1d4+1 piercing damage) These are solitary creatures hatched from eggs, babies start at 4' in diameter and have thick hide just days after hatching. Each "nest" will have between 1-4 eggs. Newly hatched Quarstars have poisonous to the touch hide until hide has solidified. If hatch-ling is touched by bare skin, PC must make Constitution saving throw and beat 14 or roll with disadvantage for 1 hour, rolling for constitution every turn to avoid throwing up and losing action.

1 gallon of adult blood can be boiled down to be used to make 4 poison arrows. Adults contain up to 20 gallons of blood. The eggs are 1/4" thick and can be used in potions that give +constitution. Its flesh is edible and sweet/earth to taste, and is considered a delicacy. Each adult can have upto 2000# of edible flesh. Its hide is very useful in making armor and armor made from the hide has a +1ac compared to standard leather armor but is considered medium armor. The eyes and spikes are considered useless but may be sold as collectibles.

Lair and Lair Actions

Has no lair. Its nest can be found near waterfalls in large bushes. If found during egg laying beside waterfalls they become aggressive. When Quarstar is aggressive it will attack everything that it perceives as not an "animal" excluding animals that are attacking it

 

Habitat: ForestUrban

Freelancerinc566

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