Arrghus (5e Creature)

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Huge aberration, chaotic evil

Armor Class 16 (natural armor)
Hit Points 114 (12d12 + 36)
Speed 10 ft., fly 35 ft. (hover)

14 (+2) 18 (+4) 16 (+3) 18 (+4) 16 (+3) 12 (+1)

Saving Throws Int +7, Wis +6, Cha +4
Skills Perception +6
Damage Resistances psychic; non-magical bludgeoning, piercing, and slashing (given by chaos)
Damage Immunities poison, acid
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 16
Languages telepathy (300 feet)
Challenge 8 (3,900 XP)

Arrgi Swarm. The arrghus psychically controls small creatures called arrgi, which surround and protect it. The arrghus starts with 10 arrgi, and any lost arrgi regenerate after a short rest. Arrgi can only be destroyed by an attack made against them. An attack which specifically targets an arrgi will instantly defeat it. Any attack roll made as a called shot, such as against an arrgi, is normally made with disadvantage.

Chaos. The arrghus can mitigate damage dealt to it by manipulating its arrgi to confuse its enemies. As long as the arrghus as at least 1 arrgi in its swarm, it gains resistance to non-magical bludgeoning, piercing, and slashing damage.

Aura of Destruction. As long as the arrghus has at least 1 arrgi in its swarm, it can manipulate them to harm nearby enemies. A creature that starts its turn within 15 feet of the arrghus must make a DC 16 Dexterity saving throw, taking 1d4 bludgeoning damage for each arrgi in the swarm on a failed save, or half as much on a successful one.


Multiattack. If the arrghus has any arrgi in its swarm, it makes three arrgi attacks.

Arrgi. Ranged Weapon Attack: +7 to hit, range 30 ft., one target. Hit: 9 (1d12 + 3) bludgeoning damage plus 4 (1d8) acid damage.

This attack can only be used if the arrghus has at least one arrgi in its swarm. The target creature can use their reaction to make an attack against an arrgi in the swarm without needing to make a called shot after the arrghus uses this attack.

Slam. Melee Weapon Attack: +5 to hit, 5 ft., one target. Hit: 21 (3d12 + 2) bludgeoning damage.

Recover Swarm (Recharge 5-6). The arrghus adds up to 3 arrgi back to its swarm. The arrghus can not have more than 10 arrgi at a time.


Defend. If the arrghus would be hit by an attack that it can see and it has at least 1 arrgi in its swarm, as a reaction it can choose to destroy one of the arrgi and take no damage.


The yellow blob-like objects surrounding an arrghus are its arrgi.

An Arrghus is a massive jellyfish-like monster which is found deep within the swamps of Hyrule. They are both intelligent and cunning, using their influence over an area to organize monsters that would otherwise be haphazard in their behavior. Arrghus are extremely temperamental, and will lash out at any of their subordinates if they are displeased.

Destroyers of Nature. Arrghus want nothing more than to see lush forests rot into the poison bogs they call home. Signs that an arrghus is active in an area include the spread of blight, the inexplicable death of livestock, and trees losing their leaves near the border of a swamp.

Arrgi Master. An arrghus controls a swarm of small creatures called arrgi, which are in-fact its own young. If an arrghus is defeated while some arrgi still remain alive, they will retreat deep within the swamp from whence they came. Over the course of 100 years, a new arrghus might emerge.

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