Huge Monstrosity, Neutral
Armor Class 16 (natural armor)
Hit Points 155 (15d10 + 55)
Speed 25 ft.
STR
20 (+5)
DEX
11 (+0)
CON
16 (+3)
INT
10 (+0)
WIS
10 (+0)
CHA
6 (-2)
Saving Throws STR +9
Skills Perception +7, Stealth +7
Damage Vulnerabilities Bludgeoning, Force, Thunder
Damage Resistances Cold, Fire, Piercing, Slashing
Damage Immunities Poison
Condition Immunities Blinded, Petrified, Poisoned, Prone, Stunned, Unconscious
Senses Blindsight 80ft, Passive Perception 14
Languages --
Challenge 9 (5,000 XP)
Proficiency Bonus +4
Traits

Camouflage. The wallower can partially adjust its body and completely adjust its head to blend into the surrounding cavernous/rocky environment. Making it almost impossible to see when looking directly at it while it is in a lowered head stance.

Adhesive. The wallower adheres to anything that it can wrap its lengthy tongue around. A large or smaller creature entangled is grappled by it (escape DC 14). Ability checks made to escape this grapple have disadvantage.

False Appearance. While the wallower remains motionless, it is indistinguishable from any wall or rock formation it has lined its head up along.

Grappler. The wallower has advantage on attack rolls against any creature grappled by it.

Actions

Multiattack. The wallower makes three attacks: one with its tongue and two with its bite/claws.

Tongue. Ranged Weapon Attack: +5 to hit, reach 15ft., one target. Hit: 10 (2d8 + 4) bludgeoning damage. The target is subjected to its Adhesive trait.

Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) piercing damage plus 7 (2d6) poison damage.

Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) slashing damage.

Head Slam (Recharge 5–6). The wallower leaps up to 10ft towards a target, bringing its abnormally large head down to smash it into the ground. The creature targeted must make a DC 15 Dexterity saving throw, taking 42 (12d6) bludgeoning damage on a failed save, or half as much damage on a successful one.

Description

Wallowers received their name from adventures who had witnessed their cunning attacks and lived to tell the tale. The wallower is able to camouflage itself to its surroundings and lie in wait for prey. In dungeons, caves and caverns these creatures most often position themselves in the entryway to a hall or passage, appearing as nothing more than the continuation of the wall or a dead end. Sometimes they even let their prey pass and swing in behind them to seal off the chance of escape. They tide themselves over by snatching any smaller prey with their tongue, while waiting for a larger meal.

Imitative Predators. Wallowers can alter their body color to fit the surrounding environment. Their abnormally large heads however, can blend in perfectly, even stretching to fill any gaps for up to a 15 ft radius. The texture can resemble wood, stone, brick or similar surfaces. As the wallower rests its head on the ground it goes motionless and can remain so for weeks at a time. When the trap is set, their form is nearly unrecognizable until potential prey blunders into its reach, whereupon the monster can grab hold to begin feasting or smash the prey into the ground.

Cunning Hunters. Wallowers live and hunt alone, though they occasionally share their feeding grounds with other creatures if they benefit from it. They eat mostly on the limbs of larger prey, using the torso as an incubator to spawn its tiny young. On average they will produce 10-20 young, known as Wallflowers, as most will not survive due to their extremely fragile state. Wallowers seem only to have predatory intelligence, but very little is written or known about them.

Monster Tags: Misc CreatureShapechanger

Habitat: ArcticCoastalForestMountainUnderdark

SilmeUmbar

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