Tidegulper (Corebound Awakening Supplement)

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Tidegulper[edit]

Large mana beast, unaligned


Armor Class 15 (natural armor)
Hit Points 42 (5d10 + 15)
Speed 30 ft, swim 40 ft


STR DEX CON INT WIS CHA
19 (+4) 12 (+1) 16 (+3) 6 (-2) 14 (+2) 8 (-1)

Proficiency Bonus +3
Senses passive Perception 12
Languages


SHP = 72

MP (Mana Points) = 20

Amphibious Maw. Can breathe both air and water; underwater it has advantage on attack rolls against grappled targets.

Drench Pulse (Recharge 5–6). As a bonus action after being hit by a fire-based effect, the Tidegulper may reduce the incoming fire damage by half and heal for the damage prevented.

Mana Core: Dormant Water Aspect. Can expend 1 MP as a bonus action to create a 10-ft radius waterlogged zone that counts as difficult terrain for 1 minute.

Actions

Gulp Slam. Melee Attack: +7 to hit, reach 10 ft, one target. Hit: 15 (2d8 + 4) bludgeoning damage. If the target is Medium or smaller, it must succeed a DC 16 Strength saving throw or be grappled.

Flood Roll (Recharge 5–6). The Tidegulper rolls its body in a crashing motion. All creatures in a 15-foot cone must make a DC 14 Dexterity save or take 17 (4d6 + 3) bludgeoning damage and be knocked prone.

Core Drop: 20% for the core to survive the death of the monster, if it does not survive it shatter, it pushes anyone who is in 5 ft of it 5 ft back and makes them prone. Anyone who is in 5 ft from the core on shattering regains half of the max MP the core has and anyone in 10 ft a quarter.



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