Chthonian (5e Creature)
Chthonian[edit]
Huge aberration, neutral Armor Class 17 (natural armor)
Saving Throws Str +10, Con +9, Wis +5 Mind Net. While telepathically speaking with other members of its species on the same plane of existence, the chthonian's telepathy has unlimited range. Siege Monster. The cthonian deals double damage to objects and structures. Tunneler. The chthonian can burrow through solid rock at its burrow speed and leaves a 5-foot diameter tunnel in its wake. Water Hypersensitivity. The chthonian takes 30 acid damage when it starts its turn submerged in water. While in water, it has disadvantage on attack rolls and ability checks. ACTIONSMultiattack. The chthonian makes two attacks, one with its tentacles and one with its slam. Tentacles. Melee Weapon Attack: +10, reach 5 ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage. Slam. Melee Weapon Attack: +10, reach 10 ft., one target. Hit: 23 (4d8 + 6) bludgeoning damage. A Large or smaller target must succeed on a DC 17 Strength saving throw or be knocked prone. Earthquake (1/Day). The chthonian causes an earthquake in a 100-ft. radius around itself. Creatures that end their turn on the ground within this area make a DC 16 Strength saving throw, taking 11 (2d10) thunder damage and being knocked prone on a failed save or taking half as much damage on a success; creatures that are already prone make this save with disadvantage. Caves or tunnels in the area will collapse; creatures standing upon or under the cave-in must make a DC 15 Strength or Dexterity saving throw (target's choice), taking 14 (4d6) bludgeoning damage on a failed save or half as much on a success. Additionally, on a failed save, the target is buried in the rubble, becoming restrained, and must use an action to make a successful a DC 17 Strength (Athletics) check in order to escape. Worm Charm. The chthonian targets a creature it can see within 60 ft. of it. The target must succeed on a DC 15 Wisdom saving throw or be charmed by the chthonian. While charmed this way, the target obeys the chthonian's telepathic commands; if the target takes damage or receives a suicidal command, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the cthonian is destroyed, is on a different plane of existence than the target, or takes a bonus action to end the effect. The chthonian can have only one creature charmed at a time. REACTIONSRage of the Earth. When the chthonian is reduced below half its maximum hit points, all Large or smaller creatures within a range of 30 ft. of the chthonian must make a DC 15 Strength saving throw. On a failed save, a creature takes 9 (2d8) bludgeoning damage and is knocked prone; on a successful save, a creature takes half as much damage and isn't knocked prone. Other chthonians are not affected. The cthonian must complete a short or long rest to use this ability again. |
The chthonians resemble giant worms with a squid-like head with a mass of tentacles reminiscent of the dreaded Cthulhu, though they are not evil. Its huge body is covered by noisome secretions, making it difficult to form a clear image of its exact form. The chthonian can, sometimes together with other members of its species, manipulate the crust of the planet in a fashion not understood. The chthonian avoids water, but is said to be completely immune to any form of heat and can even resist lava. Cthonians lay eggs somewhat similar to large geodes, which hatch into small, wormlike larva that must remain near the surface until mature enough to withstand the heat and pressure of the upper mantle. They can live for hundreds of years, and are relatively social, remaining in contact with their young and others of their species throughout their lives. |
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