Great Gohma (5e Creature)
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Great Gohma
Huge monstrosity, chaotic evil Armor Class 21 (natural armor)
Saving Throws Con +10, Int +3, Wis +7 Innate Spellcasting. The gohma's innate spellcasting ability is Charisma (spell save DC 19, +11 to hit with spell attacks). The gohma can innately cast the following spells as an 11th-level spellcaster, requiring no material components:
Legendary Resistance. If the gohma fails a saving throw, it can choose to succeed instead. Magic Resistance. The gohma has advantage on saving throws against spells and other magical effects. Spider Climb. The gohma can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Standing Leap. The gohma's long jump is up to 40 feet and its high jump is up to 20 feet, with or without a running start. It can perform a standing jump in place of its normal movement, unless its speed has been reduced by more than half. Weak Point. An attack which specifically targets the gohma's eye bypasses its damage immunity and resistances. Any attack roll made as a called shot, such as against this weak point, is normally made with disadvantage. ACTIONSMultiattack. The gohma makes four claw attacks. It can forgo any number of these attacks to cast acid splash or fire bolt an equal number of times. Claw. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 20 (3d8 + 7) piercing damage. Gohma Sweep. The gohma focuses magical energy into its eye, before shooting out a beam it swipes across a 60-foot cone. Each creature in that area must make a DC 21 Dexterity saving throw or take 32 (5d12) lightning damage. Gohma Bomb (Recharge 5-6). The gohma charges a more powerful form of Gohma Sweep. It cannot willingly move from its space on the turn it uses this move. A tremendously powerful laser blasts across a line 120 feet long and 20 feet wide. Each creature in that area must make on a DC 21 Dexterity saving throw, taking 78 (12d12) lightning damage on a failure, or half as much on a success.
LEGENDARY ACTIONSThe gohma 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 gohma regains spent legendary actions at the start of its turn. Detect. The gohma makes a Wisdom (Perception) check. |
See Gohma (5e Creature). A great gohma is a monstrosity of mythical destructive prowess, bearing an appearance similar to a gigantic spider or crab with a prominent singular eye. Although it bears the same basic physiology as a more common gohma, a great gohma has attained a larger size, and immensely greater combat capability and magical prowess. This is usually only the result of a tremendous transformation of a normal gohma, such as might result from the influence of deities, or a legion of researchers making every possible deliberate effort to create the strongest possible gohma the Light World has ever seen. Much like any other gohma, a great gohma craves the destruction of its surroundings nearly as much as it craves to survive. This creature alone can wreck as much havoc on a kingdom as an entire army of moderately trained warriors. |
See also
- Gohma, a smaller and less powerful and more common form of this legendary creature
- Armogohma, a form of gohma that closely resembles a more mundane spider, albeit a Huge one
- Fire Gohma, a Gargantuan form of gohma known to live in magma
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