Shrewmorgue (5e Creature)

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Huge monstrosity, chaotic evil

Armor Class 19 (natural armor)
Hit Points 252 (24d12 + 96)
Speed 60 ft.

24 (+7) 18 (+4) 19 (+4) 12 (+1) 14 (+2) 10 (+0)

Saving Throws Con +9, Wis +6, Cha +4
Skills Perception +6
Damage Resistances lightning, poison; bludgeoning, piercing, and slashing from nonmagical weapons
Condition Immunities exhaustion, frightened, stunned
Senses darkvision 60 ft., passive Perception 16
Languages understands Common but cannot speak
Challenge 16 (15,000 XP)

Exobody. When a shrewmorgue is reduced below 25 hit points, it gains 35 (10d6) temporary hit points and its inner body detaches. The inner body has the statistics of a rat, and regrows into a shrewmorgue in 6 (1d10 + 1) months. The shrewmorgue, meanwhile, dies 1d5 rounds later.

Keen Smell. The shrewmorgue has advantage on Wisdom (Perception) checks that rely on smell.

Rampage. When the shrewmorgue reduces a creature to 0 hit points with a melee attack on its turn, the shrewmorgue can take a bonus action to move up to half its speed and make a claw or whip attack.

Standing Leap. The shrewmorgue's long jump is up to 30 feet and its high jump is up to 15 feet, with or without a running start.


Multiattack. The shrewmorgue makes one attack with either its claw or its whip, one attack with its tail, and one with either its bite or its eye beam, if recharged.

Bite. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 32 (5d10 + 5) piercing damage plus 11 (2d10) lightning damage.. If the target is a Medium or smaller creature, it is grappled (escape DC 18). Until this grapple ends, the target is restrained, and the shrewmorgue can't attack another target with its bite or eye beam.

Claw. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 37 (7d8 + 6) slashing damage.

Eye Beam (Recharge 5-6). Ranged Weapon Attack: +12 to hit, range 60/240 ft., one target. Hit: 22 (5d6 + 5) piercing damage, and can immediately target another creature within 10 ft. with a cumulative -1 penalty to hit and -4 to damage for each hit. This action can't target same creature more than once a round.

Tail. Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 20 (3d8 + 7) slashing damage plus 11 (2d10) lightning damage.

Whip. Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 34 (5d12 + 2) slashing damage.

Skull Bomb. The shrewmorgue detaches its skull and throws it up to 40 feet away, along with any creature it has grappled with its bite. Each creature within a 20 foot radius sphere centered on where the skull lands must make a DC 20 Dexterity saving throw. A creature takes 31 (9d6) fire damage plus 31 (9d6) piercing damage on a failed save, or half as much damage on a successful one. The shrewmorgue can no longer use its bite or eye beam attacks.

Art by Jonathan Wojcik

The true body of the shrewmorgue is a diminutive, insectivorous mammaloid interested in little outside food, avoiding confrontation with anything more formidable than slugs, worms and arthropods.
It is during an extensive, yearly hibernation that the shrewmorgue conceals itself deep underground, develops a womb-like cocoon of flesh and "germinates" an externalized, secondary skeletal system or "exobody" hundreds of times its original size. Controlled by a thin but powerful framework of both external and internal tissues, possessed of fierce intelligence and an insatiable lust for combat as its every victory and defeat floods back to it with crystal clarity, and with more than 99% of its mass effectively expendable, the skeletal colossus exists only to engage in a frenzy of violence. It identifies only the titanic combat skeleton as its genuine "self," regarding its delicate original body as little more than an inconveniently vital organ.
If it either sustains too much damage to move or it expends the last of its energy reserves, which could take anywhere from a few hours to a few days depending on activity levels, the little creature flees its collapsing skeleton in terror and confusion. In this smaller state, a shrewmorgue exists in a state of almost perpetual fear, running for cover at the first sign of danger, the first reminder that danger is a hypothetical possibility, or when it has heard more or less any distinct noise. Its sentience is minimal in this state, and it has little to no concept of its alternate life as such a formidable bioweapon.

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