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Great Moldorm (5e Creature)

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Great Moldorm

Huge monstrosity, unaligned


Armor Class 14 (natural armor)
Hit Points 76 (8d12 + 24)
Speed 40 ft., burrow 20 ft.


STR DEX CON INT WIS CHA
21 (+5) 14 (+2) 16 (+3) 2 (-4) 12 (+1) 7 (-2)

Saving Throws Dex +5, Con +6, Wis +4, Cha +1
Skills Acrobatics +5, Perception +4
Damage Resistances fire
Damage Immunities bludgeoning, piercing, and slashing damage from nonmagical weapons that aren't adamantine
Condition Immunities paralyzed, stunned
Senses tremorsense 20 ft., darkvision 60 ft., passive Perception 14
Languages
Challenge 6 (2,300 XP)


Ambusher. The moldorm has advantage on attack rolls against any creature it has surprised.

Evasive. The moldorm can take the Disengage action as a bonus action on each of its turns.

Weak Point. Attacks which specifically target the tip of the moldorm’s tail bypass its damage immunity. Any attack roll made as a called shot, such as against this weak point, is made with disadvantage.

Wounded Fury. While it has 20 hit points or fewer, the moldorm has advantage on attack rolls.

ACTIONS

Multiattack. The moldorm makes one bite attack and one slam attack.

Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 18 (3d8 + 5) piercing damage.

Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 18 (3d8 + 5) bludgeoning damage.


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A great moldorm's vulnerable tail often stands out from the rest of its body.
Source

Thanks to a plentiful diet or magical enhancements, a great moldorm has achieved much greater size and strength than a more common moldorm. Its shell has become so thick and sturdy that conventional weapons can't even begin penetrate it, but oddly, the very tip of its tail remains exposed and vulnerable.



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