JNAProductions
2017-10-14, 11:18 PM
Manymaw
Large Undead, Neutral Evil
Armor Class 19 (Natural Armor)
Hit Points 210 (20d10+100)
Speed 50', Swim 50', Climb 50'
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
21 (+5)
25 (+7)
20 (+5)
14 (+2)
16 (+3)
17 (+3)
Skills Athletics +13, Acrobatics +11, Perception +11, Intimidation +11
Damage Immunities Necrotic, Poison
Condition Immunities Poisoned, Exhausted
Senses Darkvision 600', Passive Perception 21
Languages Many
Challenge 13
Regeneration A Manymaw regenerates 10 HP at the start of each of its turns, unless it took radiant damage in the last round, in which case this quality is suppressed for a round.
Magic Resistance A Manymaw has advantage on saving throws against magical effects.
Tentacled Monster A Manymaw has innumerable tentacles spilling from its back, allowing it to grapple any number of targets. In addition, it can grapple from up to 20' away.
Actions
Tentacle melee natural attack: +11 to-hit, reach 20', one target. Hit: 14 (2d6+7) damage, and the target is moved up to 10' in any direction.
Bite melee natural attack: +9 to-hit, reach 5', one target. Hit: 24 (3d12+5) damage, and the target is poisoned for one minute. At the end of each of their turns, they may attempt a DC 17 save to end the condition.
Extra Attack 4 The Manymaw makes five attacks or attack actions, though only up to two attacks may be bites.
Bonus Actions
Shadow Teleport The Manymaw teleports up to 60'-it must end its teleportation inside a shadowy area. Alternatively, if it is already in a shadowy area, it may teleport to any other shadowy area within its sight.
Consume The Manymaw consumes the body of a dying creature within 5' of it. It bites the creature, and quickly devours it, regaining 33 (6d10) HP and gaining advantage on all d20 rolls for the next round. The creature consumed quickly vanishes, shadowy tendrils linking into the Manymaw as another screaming face appears on it.
Unearthly Howl The Manymaw lets out a terrifying, unearthly howl from its many mouths. All creatures within 120' must make a DC 15 Wisdom save or be frightened of the Manymaw for one hour. They may make a new save at the end of each turn, ending the effect on a success, but the save is made with disadvantage if the Manymaw is still visible to them. Once a save is made, a creature is immune to this effect until they take a rest.
Reactions
Horrify When made the target of an attack, the Manymaw may attempt to horrify the attacker. It makes an intimidate check as opposed by the creature's insight check or Wisdom save (their choice). If the Manymaw succeeds, they are Frightened for one round.
Guilt When made the target of an attack, the Manymaw may attempt to have the nearest face appear to be the loved one of the attacker. It makes a deception check as opposed by the creature's insight check or Charisma save (their choice). If the Manymaw succeeds, they must target something else or waste their action.
The Manymaw is terrifying, in a word. It's about 8' long, and 6' tall at the shoulder, and upon first glance, bears similarity to a large dog, perhaps a displacer beast. But soon, the horrifying truth comes to bear. Its skin is nothing more than a constant morass of shifting, screaming faces, and the ones on its back open their mouths in a silent, unending scream, their tongues extending out 20' from the creature to be used as its manipulative tentacles. Its snout has more vicious faces on it, bared teeth ready for battle.
It typically appears from the shadow, teleporting perhaps miles if the path is clear, and lunging out with a brutal strike. Once the shock is over, it howls, each face letting loose with its own eerie roar. From there, it fights like a beast possessed,
tentacles lashing out and faces biting into people. Whenever it drops someone, it will attempt to consume them, draining their life away in an instant and adding a new face to itself.
If it seems to be losing, it will quickly retreat, and let itself heal, before coming back. It rarely gives up a fight for long-a few minutes is all it needs to recuperate, and it doesn't like letting prey go.
DCR starts with HP. 210 HP, +30 for Regen, for 240. Then, AC. 19 base, +2 for Magic Resistance, +2 for Horrify and Guilt, for Effective AC 23. So, base DCR is 10, +3 for AC. 13 DCR.
Then, OCR. We'll assume four Tentacles and one Bite, for 80 DPR. +11 on most attacks, with no special bonuses. OCR base is 12, +1 for attack bonus (and potentially -1 for Save DC, but since it's mostly attack-based, I won't count that) for 13. 13 OCR.
Wow, that works out great! CR 13, roundabouts.
Large Undead, Neutral Evil
Armor Class 19 (Natural Armor)
Hit Points 210 (20d10+100)
Speed 50', Swim 50', Climb 50'
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
21 (+5)
25 (+7)
20 (+5)
14 (+2)
16 (+3)
17 (+3)
Skills Athletics +13, Acrobatics +11, Perception +11, Intimidation +11
Damage Immunities Necrotic, Poison
Condition Immunities Poisoned, Exhausted
Senses Darkvision 600', Passive Perception 21
Languages Many
Challenge 13
Regeneration A Manymaw regenerates 10 HP at the start of each of its turns, unless it took radiant damage in the last round, in which case this quality is suppressed for a round.
Magic Resistance A Manymaw has advantage on saving throws against magical effects.
Tentacled Monster A Manymaw has innumerable tentacles spilling from its back, allowing it to grapple any number of targets. In addition, it can grapple from up to 20' away.
Actions
Tentacle melee natural attack: +11 to-hit, reach 20', one target. Hit: 14 (2d6+7) damage, and the target is moved up to 10' in any direction.
Bite melee natural attack: +9 to-hit, reach 5', one target. Hit: 24 (3d12+5) damage, and the target is poisoned for one minute. At the end of each of their turns, they may attempt a DC 17 save to end the condition.
Extra Attack 4 The Manymaw makes five attacks or attack actions, though only up to two attacks may be bites.
Bonus Actions
Shadow Teleport The Manymaw teleports up to 60'-it must end its teleportation inside a shadowy area. Alternatively, if it is already in a shadowy area, it may teleport to any other shadowy area within its sight.
Consume The Manymaw consumes the body of a dying creature within 5' of it. It bites the creature, and quickly devours it, regaining 33 (6d10) HP and gaining advantage on all d20 rolls for the next round. The creature consumed quickly vanishes, shadowy tendrils linking into the Manymaw as another screaming face appears on it.
Unearthly Howl The Manymaw lets out a terrifying, unearthly howl from its many mouths. All creatures within 120' must make a DC 15 Wisdom save or be frightened of the Manymaw for one hour. They may make a new save at the end of each turn, ending the effect on a success, but the save is made with disadvantage if the Manymaw is still visible to them. Once a save is made, a creature is immune to this effect until they take a rest.
Reactions
Horrify When made the target of an attack, the Manymaw may attempt to horrify the attacker. It makes an intimidate check as opposed by the creature's insight check or Wisdom save (their choice). If the Manymaw succeeds, they are Frightened for one round.
Guilt When made the target of an attack, the Manymaw may attempt to have the nearest face appear to be the loved one of the attacker. It makes a deception check as opposed by the creature's insight check or Charisma save (their choice). If the Manymaw succeeds, they must target something else or waste their action.
The Manymaw is terrifying, in a word. It's about 8' long, and 6' tall at the shoulder, and upon first glance, bears similarity to a large dog, perhaps a displacer beast. But soon, the horrifying truth comes to bear. Its skin is nothing more than a constant morass of shifting, screaming faces, and the ones on its back open their mouths in a silent, unending scream, their tongues extending out 20' from the creature to be used as its manipulative tentacles. Its snout has more vicious faces on it, bared teeth ready for battle.
It typically appears from the shadow, teleporting perhaps miles if the path is clear, and lunging out with a brutal strike. Once the shock is over, it howls, each face letting loose with its own eerie roar. From there, it fights like a beast possessed,
tentacles lashing out and faces biting into people. Whenever it drops someone, it will attempt to consume them, draining their life away in an instant and adding a new face to itself.
If it seems to be losing, it will quickly retreat, and let itself heal, before coming back. It rarely gives up a fight for long-a few minutes is all it needs to recuperate, and it doesn't like letting prey go.
DCR starts with HP. 210 HP, +30 for Regen, for 240. Then, AC. 19 base, +2 for Magic Resistance, +2 for Horrify and Guilt, for Effective AC 23. So, base DCR is 10, +3 for AC. 13 DCR.
Then, OCR. We'll assume four Tentacles and one Bite, for 80 DPR. +11 on most attacks, with no special bonuses. OCR base is 12, +1 for attack bonus (and potentially -1 for Save DC, but since it's mostly attack-based, I won't count that) for 13. 13 OCR.
Wow, that works out great! CR 13, roundabouts.