Quaggoth, Variant (5e Creature)

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Quaggoth[edit]

Huge aberration, unaligned


Armor Class 17 (natural armor)
Hit Points 325 (26d12 + 156)
Speed 35 ft., climb 25 ft.


STR DEX CON INT WIS CHA
25 (+7) 15 (+2) 22 (+6) 5 (-3) 15 (+2) 15 (+2)

Saving Throws Con +12, Int +3, Wis +8, Cha +8
Skills Perception +8, Survival +8
Proficiency Bonus +6
Damage Resistances psychic
Condition Immunities blinded
Senses blindsight 150 ft. (blind beyond this radius), passive Perception 18
Languages understands Deep Speech but can't speak, telepathy 60 ft.
Challenge 20 (25,000 XP)


Echolocation. The quaggoth can't use its blindsight while deafened. Everything within the area of a silence spell or similar effect is considered invisible to the quaggoth.

Illithid Subservience. The quaggoth must immediately obey any telepathic command given to it by an illithid. However, it isn't capable of obeying complex commands and can only follow one command at a time.

Keen Hearing. The quaggoth has advantage on Wisdom (Perception) checks that rely on hearing.

Magic Resistance. The quaggoth has advantage on saving throws against spells and other magical effects.

Patient. The quaggoth has advantage on melee attacks it makes if it hasn't moved since the start of its previous turn.

Tentacles. The quaggoth has 10 (2d4 + 5) tentacles, each 20 feet long and capable of finely manipulating objects. These tentacles can be targeted in combat by melee or ranged attacks. A tentacle has an AC of 17, is vulnerable to slashing damage, resistant to bludgeoning damage, and immune to psychic damage. If a tentacle grappling a creature or holding an object takes 20 or more damage from a single attack, the quaggoth must succeed on an Intelligence saving throw with a DC of 10, or half the damage taken, whichever is higher, or drop the object or release the grapple. A tentacle that takes 40 or more damage in the span of a single round is severed or otherwise rendered unusable. The quaggoth regrows a severed tentacle after 31 (3d10 + 15) days.

ACTIONS

Multiattack. The quaggoth makes up to two Leg Spur attacks or uses its Extract Brain, then makes up to five tentacle attacks. It can replace any tentacle attack with a use of its Drag or Fling instead, but not targeting the same creature more than once.

Leg Spur. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 25 (4d8 + 7) slashing damage.

Tentacle. Melee Weapon Attack: +13 to hit, reach 20 ft., one target. Hit: 12 (1d10 + 7) bludgeoning damage. If the target is Large or smaller, it is grappled (escape DC 21). Each of the quaggoth's tentacles can grapple one target, and up to six tentacles can grapple the same target at a time, each tentacle increasing the escape DC by 1 for that target. A creature grappled by four or more tentacles is restrained.

Drag. A creature grappled by the quaggoth's tentacles must succeed on a DC 21 Strength saving throw or be dragged 5 feet towards the quaggoth. A creature that fails this save by 5 or more is dragged 15 feet. For each tentacle grappling the target, the save DC increases by 1.

Fling. One Medium or smaller object held or creature grappled by the quaggoth's tentacles must succeed on a DC 21 Strength saving throw or be thrown up to 60 feet in a direction of the quaggoth's choice and knocked prone. If a thrown target strikes a solid surface, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 15 Dexterity saving throw or take the same damage and be knocked prone.

Extract Brain. Melee Weapon Attack: +13 to hit, reach 5 ft., one humanoid incapacitated or grappled by the quaggoth. Hit: The target takes 110 (20d10) piercing damage. If this damage reduces the target to 0 hit points, the quaggoth kills the target by extracting and devouring its brain.

Psychoacoustic Blast (recharge 5-6). The quaggoth magically blasts a 300-foot cone or 600-foot-long, 15-foot-wide line in front of it with psychic sound waves. Each creature in the area must make a DC 17 Constitution saving throw. On a failure, a target takes 22 (5d8) thunder damage and 22 (5d8) psychic damage and is stunned for 1 minute. While stunned in this way, a creature is deafened. On a success a creature takes half as much damage and isn't stunned. A stunned creature can repeat the saving throw on each of its turns, ending the condition on a success. Objects in the area automatically take the thunder damage. The quaggoth becomes aware of the current location of every creature, object, or surface that takes damage from this attack.

BONUS ACTIONS

Echolocate. The quaggoth's blindsight increases to 300 feet until the start of its next turn.


Quaggoths (pronounced: /kwɔːgɒθ/ kwaw-goth), not to be confused with quaggoths (pronounced: /ˈkwægʌθ/ KWÆG-uth), are massive bluish-purple quadrupedal creatures native to the Far Realm. They possess a large bulbous head which is fringed by long tentacles and studded with a cluster of reflective eye-like organs, the center of which lies a tiny circular maw. Along each of their forelimbs is a large, bladelike spur. They are distant evolutionary cousins of the illithid species, and one of the first to be domesticated by them.

Psychoacoustic Generation. Quaggoths are capable of generating psionic-based sonic waves from the organs studding their head. They use these waves to perceive their surroundings, but can release a powerful sonic blast as an attack if threatened.

Gluttonous Guardians. Mind flayers have long since domesticated and subjugated these mighty beasts, keeping them as pets or powerful watchdogs for their lairs. However, great care must be taken to keep them separated from slaves and other lair livestock, as they possess a voracious appetite far beyond what is needed to sustain them and will begin cracking open skulls and slurping brains without a care in the world. Their apathy when it comes to the quality of their meals often means they are used by illithid colonies to dispose of intellectually-unsavory creatures.
Even though they do not need to eat as much as they are eager to, quaggoth still require sustenances in amounts far exceeding a single mind flayer. While a mind flayer consumes one brain every 1-2 weeks for ideal sustenance, a quaggoth consumes one brain every day. A quaggoth that goes for a week without eating will become weak, and few live past 2 weeks. Thus, only large and well-established illithid colonies are capable of maintaining a quaggoth.
Further limiting their prevalence, the quaggoth reproduction cycle only functions in the Far Realm. Thus, all quaggoths currently in the Material Plane were brought here by illithids when they first arrived.

Slothful Hunters. In opposition to their insatiable appetite, quaggoths are extremely conservative with their energy and movements. Quaggoths prefer to stay in a single position for long periods of time, snatching and dragging meals that wander too close with their tentacles then moving on to a new area. Illithid hives lack the expansive spaces of the Far Realm, however, but the quaggoth is more than happy to sit in a single chamber for centuries as long as it is fed regularly.

Variant Trait: Lazy: Some quaggoths have been spoiled by long periods of mind flayer captivity. Consider adding the following trait to the quaggoth statblock to reflect that:

Lazy. If the quaggoth takes the Dash action or uses its Multiattack, it must make a DC 10 Wisdom (Athletics) ability check. If it fails, its speed is reduced by half and it has disadvantage on attack rolls and ability checks it makes until the end of its next turn. Failing this check by 5 or more results in the quaggoth taking no actions this turn.

A quaggoth automatically succeeds on this check if it is starving or if it has taken damage since the end of its previous turn.

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