Gargantuan unknown, Unaligned
Armor Class 13 DC
Hit Points 1500 (1d4 + 1497)
Speed
STR
10 (+0)
DEX
10 (+0)
CON
10 (+0)
INT
10 (+0)
WIS
10 (+0)
CHA
10 (+0)
Senses Passive Perception 13
Languages --
Challenge 9 (5,000 XP)
Proficiency Bonus +4
Traits

Difficult Terrain. Any creature without a climbing speed that begins its turn on difficult terrain must succeed on a DC 13 Strength (athletics) or Dexterity (acrobatics) check or fall into the water.

A creature may use an action to perform a DC 13 Wisdom (survival) check. On a success, the ground within a 30-foot radius of that creature becomes normal terrain for friendly creatures until the beginning of that creature's next turn.

On a 20, the creature spots a safe refuge that grants friendly creatures an opportunity for a short rest. The refuge is a grove that belongs to a benevolent Couatl who is willing to share his grove with non-evil creatures.
On a 1, the creature encounters a natural hazard. Roll 1d8 and consult the chart below to determine the hazard.

Natural Hazard
1. 1d4 x 10 ft. wide pool of Quicksand blocks the way.
2. 1d4 x 5 ft. thick wall of Razorvine blocks the way.
3. The water becomes tainted with Sight Rot for 1d4 rounds.
4. Shambling Mound disguised as a vine bridge.
5. 1d4 Mud Mephits appear to hinder the party.
6. Miasma carrying Mad Monkey Disease that lasts for 1d4 rounds.
7. Huge Gray Ooze disguised as a large wet rock.
8. 1d4 x 20 ft. stretch of open water.

Stirge Swarm. Each round on initiative count 10, 2d4 Vir'naal Stirges appear to attack creatures in the forest. A creature may attempt a DC 13 Wisdom (animal handling) or Intelligence (nature) check. On a success, the locations of all Vir'naal Stirges attached to friendly creatures become known to that creature, and stirges do not appear for 1d4 rounds.

On a 20, a swarm of Golden Monkeys swoops down from the trees to remove any stirges attacking creatures, and preventing more stirges from appearing for 1d6 rounds. Creatures have advantage on the saving throw against Shivering Sickness when a stirge is removed by a monkey.
On a 1, 4d4 Vir'naal Stirges appear to attack the party.

Throat Leeches. Any creature that begins its turn or takes damage while swimming must make a DC 13 Constitution saving throw versus disease or be infested with Throat Leeches. The creature may maintain concentration (as though concentrating on a spell) to keep their mouth closed and avoid this saving throw.

Actions


Swarm of Quippers (Recharge 4-6). 
Melee Animal Attack: +5 to hit, 1d4 targets. Hit: 16 (4d6) piercing damage.

Nut-Throwing Golden Monkeys (Recharge 5-6). Ranged Animal Attack: +6 to hit, 1d4 attacks. Hit: 1 bludgeoning damage. 

Giant Archer Fish (Recharge 6). Ranged Animal Attack: +8 to hit, range 30/60 ft., one target. Hit: 28 (4d12) force damage and the target must make a DC 13 Constitution saving throw or be stunned until the end of their next turn.

Reactions

Sacred Golden Monkeys. If any creature in the forest targets a Golden Monkey with an attack or spell, a Golden Girallon will appear to attack that creature for 1d4 rounds.

If any creature in the forest aids a Golden Monkey, a Golden Girallon will appear to help the party for 1d4 rounds.

Description

Quicksand. A quicksand pit covers the ground in roughly a 10-foot-square area and is usually 10 feet deep. When a creature enters the area, it sinks 1d4 + 1 feet into the quicksand and becomes restrained. At the start of each of the creature’s turns, it sinks another 1d4 feet. As long as the creature isn’t completely submerged in quicksand, it can escape by using its action and succeeding on a Strength check. The DC is 10 plus the number of feet the creature has sunk into the quicksand. A creature that is completely submerged in quicksand can’t breathe (see the suffocation rules in the Player’s Handbook).

A creature can pull another creature within its reach out of a quicksand pit by using its action and succeeding on a Strength check. The DC is 5 plus the number of feet the target creature has sunk into the quicksand.

Razorvine. Razorvine has AC 11, 25 hit points, and immunity to bludgeoning, piercing, and psychic damage.

When a creature comes into direct contact with razorvine for the first time on a turn, the creature must succeed on a DC 13 Dexterity saving throw or take 12 (2d10) slashing damage from the razorvine’s bladelike thorns.

Sight Rot. A beast or humanoid that drinks water tainted by sight rot must succeed on a DC 13 Constitution saving throw or become infected. (2d4 + Constitution modifier) rounds after infection, the creature's vision starts to become blurry. The creature takes a −1 penalty to attack rolls and ability checks that rely on sight. At the end of each short or long rest after the symptoms appear, the penalty worsens by 1. When it reaches −5, the victim is blinded until its sight is restored by magic such as lesser restoration or heal.

Sight rot can be cured using a rare flower called Eyebright, which grows in some swamps. Given an hour, a character who has proficiency with an herbalism kit can turn the flower into one dose of ointment. Applied to the eyes before a long rest, one dose of it prevents the disease from worsening after that rest. After three doses, the ointment cures the disease entirely.

Mad Monkey Fever. A giant or humanoid that comes into contact with the mist must succeed on a DC 13 Constitution saving throw or become infected with mad monkey fever. The infected creature gains a random form of long-term madness (roll on the Long-Term Madness table in chapter 8 of the Dungeon Master’s Guide) that manifests (2d4 + Constitution modifier) rounds after infection and lasts for the duration (1d10 × 10 hours). If the madness is allowed to run its full course, the creature must repeat the saving throw at the end of the madness. If the second saving throw fails, the creature suffers another bout of long-term madness (roll again on the table) that lasts for the normal duration. The madness symptoms continue until the disease ends.

Throat Leeches. Any giant or humanoid that swallows tainted water must succeed on a DC 13 Constitution saving throw or be infested with throat leeches. Immediate symptoms include throat inflammation and shortness of breath. After (2d4 + Constitution modifier) rounds, the infected character gains 1 level of exhaustion that can’t be removed (except as described below) until the disease is cured. At the end of each short or long rest, the infected creature must repeat the saving throw. On a failed save, the creature’s exhaustion increases by 1 level; on a successful save, the creature’s exhaustion decreases by 1 level. If a successful saving throw reduces the infected creature’s level of exhaustion below 1, the creature recovers from the disease

Lair and Lair Actions

The Vir'naal river is a treacherous, half-mile-wide stretch of muddy water. Protected on it's eastern side by half a mile of flooded mangrove forest bordered by towering cliffs, few choose to travel through such rough terrain.

Lair Actions

When the first player reaches 1000 feet into the forest, and on every turn after, on initiative count 20 (losing initiative ties), the environment takes a lair action to cause one of the following effects; the environment can’t use the same effect two rounds in a row:

  • 1 Vir'naal Crocolisk appears to attack the party.
  • 1d2 Giant Coral Snakes appear to attack the party.
  •  A miasma carrying Mad Monkey Disease arises and lasts for 1d4 rounds.
  •  2d4 Vir'naal Stirges appear to attack the party.
  •  The water becomes tainted with Sight Rot for 1d4 rounds.
  •  1d4 Mud Mephits appear to aid the party.
  •  1d4 x 20 ft. island of dry, normal terrain.

Regional Effects

  • The waters of the Vir'naal river are extremely muddy. Anything below the water's surface is Heavily Obscured.

Habitat: CoastalForestUnderwater

Toshley

Comments

Posts Quoted:
Reply
Clear All Quotes