Leechgrave (5e Creature)

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LeechGrave[edit]

Colossal monstrosity, chaotic evil


Armor Class 20 (natural armor)
Hit Points 286 (15d20 or 3d100 + 135)
Speed burrow 15 ft.


STR DEX CON INT WIS CHA
26 (+8) 12 (+1) 28 (+9) 3 (-4) 15 (+2) 14 (+2)

Saving Throws Str +14, Con +15, Wis +8, Cha +8
Skills Athletics +20, Insight +8, Intimidation +8, Perception +14, Stealth +13
Damage Resistances cold, thunder; (piercing from magical attacks), (bludgeoning from nonmagical attacks)
Damage Immunities acid, fire, force, lightning, necrotic, poison, psychic; piercing from nonmagical attacks, slashing from magical & nonmagical attacks.
Condition Immunities charmed, poisoned, prone
Senses passive Perception 24
Languages
Challenge 17 (18,000 XP)


Carapace Coffin The Leechgraves central body is protected by a 90% carapace shell that still leaves its limbs semi-exposed. Ranged attacks from physical projectiles (such as arrows made from Wood, Lead, Steel, Adamantine, ect) fired against the Leechgrave have their damage reduced by 7 points (subtracted after resistance even if it reduces the damage to 0); In the event that the weapons attack roll was a natural 19 or 20 this damage reduction is not applied.

Arcane Composter When the Leechgraves (Main Body) or (Tentaclaws) are successfully struck with an instance of Magic, make a tally mark for the the Leechgrave as a whole. This tracked feature is used for how a couple attacks scale-up over time.

  • If the Leechgrave's "Main Body" is struck by with an instance magic add 2 tally marks.
  • If the Leechgrave's "Tentaclaws" are struck with an instance magic add 1 tally mark.
  • In the event of a single Area of Effect spell making contact with more then one Tentaclaw & or even the Main Body of the Leechgrave itself, this feature activates for every point of contact appropriate to the prior mentioned values.

(IE: A Fireball spell hitting 2x Tentaclaws + the Main Body would trigger 4 tally marks)

  • If the Leechgrave's Main Body or Tentaclaws are struck by a spell that has the ability to hit the same target multiple times in the a single casting (like with Scorching Ray & Magic Missile) every individual projectile that connects from the arcane salvo triggers this feature as appropriate to the prior mentioned values.

Grand Miasma The Leechgrave unleashes from the flowering bud on the very top of its "head" an immensely potent poisonous cloud of toxin into a a massive area surrounding its body. The base damage of this attack is 3D12 poison on a failed Con Save or half as much on a successful save. This toxin bypasses both Resistance & Immunity to Poison damage. This attack has the ability to scale up in power over the course of a battle in accordance with the tracking-marks of Arcane Composter as described in following table.

Tracker marks Damage Scaling Save DC Range
00 -> 04 (3D12) , (3D12+1D4) , (3D12+1D6) , (3D12+1D8) , (3D12+1D10) DC17 75ft
05 -> 09 (4D12) , (4D12+1D4) , (4D12+1D6) , (4D12+1D8) , (4D12+1D10) DC18 80ft
10 -> 14 (5D12) , (5D12+1D4) , (5D12+1D6) , (5D12+1D8) , (5D12+1D10) DC19 85ft
15 -> 19 (6D12) , (6D12+1D4) , (6D12+1D6) , (6D12+1D8) , (6D12+1D10) DC20 90ft
20 -> 24 (7D12) , (7D12+1D4) , (7D12+1D6) , (7D12+1D8) , (7D12+1D10) DC21 95ft
25 -> 29 (8D12) , (8D12+1D4) , (8D12+1D6) , (8D12+1D8) , (8D12+1D10) DC22 100ft

ACTIONS

Action Name. Melee Weapon Attack: +X to hit, reach 5 ft., one target. Hit: X (1dX + X) damtype damage.


LEGENDARY ACTIONS

The 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 regains spent legendary actions at the start of its turn.

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