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JNAProductions
2022-06-11, 09:59 PM
The Mouth
Large Aberration, Hungry
Armor Class 23 (Natural Toothy Plating)
Hit Points 250 (20d10+140)
Speed 0'


Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma


20 (+5)
1 (-5)
24 (+7)
18 (+4)
22 (+6)
14 (+2)


Saving Throws Strength +10, Constitution +12
Skills Athletics +15, Perception +11
Damage Resistances Non-magical bludgeoning, piercing, and slashing damage, acid, and necrotic
Damage Immunities Poison
Condition Immunities Blinded, Frightened, Poisoned, Prone
Senses Tremorsense 1 Mile, Blindsight 120', Passive Perception 21
Languages Common, Dwarven
Challenge X
Unusual Nature
The Mouth is a gaping maw, atop a massive root network of veins and nerves. As such, it is entirely immobile, and immune to forced movement. Furthermore, its tendrils allow it to sense vibrations from the ground up to a mile away (as noted in its Senses statblock). The Mouth is never encountered outside of its lair-it is its lair.

Cavernous Gullet
The Mouth may have as many creatures of any size swallowed as it wants to.

Actions
Bite Melee Weapon Attack:
+10 to-hit, reach 5', one target. Hit: 2d12+5 piercing damage, and the target is grappled. While grappled in this way, it is also Restrained. The Mouth can only grapple one person with its Bite at a time.

Swallow Whole
The Mouth makes a Bite attack against a grappled target. On a successful hit, they are also swallowed whole, and begin descending into the Mouth's stomach. At the start of their turn, a swallowed creature must make a Strength (Athletics) check as opposed by the Mouth's own check. For each point the Mouth exceeds the creature's result, they sink five feet deeper into the Mouth's stomach, to a maximum of 30' in a single turn. For each point the creature exceeds the Mouth's check, they may climb up to five out. Movement within the Mouth's stomach is difficult terrain. Additionally, at the start of their turn, a swallowed creature takes 2d12 acid damage and 2d12 bludgeoning damage.

Bonus Actions
Summon Tendril
The Mouth summons a Tendril (see below). It usually begins with 1d3+4 Tendrils out.

Harden
The Mouth gains immunity to its choice of bludgeoning, piercing, or slashing damage until the start of its next turn.

Legendary Actions
The Mouth can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The Mouth regains spent legendary actions at the start of their turn.

Lair Action. The Mouth uses a Lair action. As normal, it cannot pick two in a row.
Bite. The Mouth uses Bite.
Swallow Whole (Two Actions). The Mouth uses Swallow Whole.

The Mouth's lair is a deep mine, perverted against reality itself.

Lair Actions
On initiative count 20 (losing ties), the Mouth uses one of the following Lair Actions. The same action cannot be used twice in a row.


A 20' radius spread of the Mouth's lair is blanketed in magical darkness and smoke, impenetrable to sight to anything except creatures of the aberration type. This lasts until the next initiative count 20.
The ground itself bites at all targets within the lair, except for Tendrils and the Mouth itself. All creatures affected must make a DC 13 Dexterity save, suffering 1d12 piercing damage on a failed save.
1d3 chasms appear. Each chasm is 5'-10' wide, 10'-30' long, and 30' deep. Any creature who has a chasm appear entirely in their space must make a DC 13 Dexterity save, or fall in. A creature still in the chasm when it closes must make a DC 13 Strength save, or suffer 3d12 bludgeoning damage. The chasms last until the next initiative count 20.
A 10' radius spread of noxious gas unleashes from pulsating boils. Anyone in the radius must make a DC 13 Constitution save, suffering 2d12 poison damage and becoming poisoned on a failed save. The poisoned condition lasts until the end of their next turn, and the gas lasts until the next initiative count 20.

Tendril
Medium Aberration, Unaligned
Armor Class 13
Hit Points 30 (4d8+12)
Speed 60'


Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma


14 (+2)
16 (+3)
16 (+3)
1 (-5)
10 (0)
10 (0)


Skills Athletics +8
Damage Resistances Acid and necrotic
Damage Immunities Poison
Condition Immunities Blinded, Charmed, Frightened, Poisoned, and Prone
Senses Can only perceive what the Mouth perceives
Languages Only knows the Mouth
Challenge X
One With The Mouth
Despite being statted as separate creatures, Tendrils are merely extensions of the Mouth. They are feeders and feelers, popping up from underground to bring food to it. They cannot leave the Mouth's lair, withering within the hour if they do so.

Actions
Slam Melee Weapon Attack:
+5 to-hit, reach 5', one target. Hit: 1d12+2 bludgeoning damage, and the target is grappled.