A-mi-kuk

Huge Aberration, chaotic evil (CR 7)

Armor Class 14 natural armor

Hit Points 115 (10d12+50)🎲

Speed 30 ft., swim 40 ft., burrow 20 ft.


STR

21 (+5)

DEX

8 (-1)

CON

20 (+5)

INT

7 (-2)

WIS

14 (+2)

CHR

10 (+0)


Skills athletics 10, perception 5, stealth 2

Senses darkvision 60 ft., tremorsense 30 ft., passive Perception 15

Languages understands Common but can’t speak

Challenge Rating 7

Actions

Multiattack.

The a-mi-kuk makes two attacks: one with its bite and one with its grasping claw.

Bite.

Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) piercing damage.

Grasping Claw.

Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 18 (3d8 + 5) bludgeoning damage, and the target is grappled (escape DC 16). The a-mi-kuk has two grasping claws, each of which can grapple only one target at a time.

Strangle.

The a-mi-kuk strangles one creature grappled by it. The target must make a DC 16 Strength saving throw. On a failure, the target takes 27 (6d8) bludgeoning damage, can’t breathe, speak, or cast spells, and begins suffocating. On a success, the target takes half the bludgeoning damage and is no longer grappled. Until this strangling grapple ends (escape DC 16), the target takes 13 (3d8) bludgeoning damage at the start of each of its turns. The a-mi-kuk can strangle up to two Medium or smaller targets or one Large target at a time.


sizeHuge

typeAberration

group

alignmentchaotic evil

strength_save

dexterity_save

constitution_save

intelligence_save

wisdom_save

charisma_save

perception5

damage_vulnerabilities

damage_resistancesacid; bludgeoning, piercing, and slashing from nonmagical attacks

damage_immunitiescold

condition_immunitiesparalyzed, restrained

cr7

reactions

legendary_desc

legendary_actions

special_abilitiesname: Hold Breath,desc: The a-mi-kuk can hold its breath for 30 minutes.,name: Fear of Fire,desc: The a-mi-kuk is afraid of fire, and it won’t move toward any fiery or burning objects. If presented forcefully with a flame, or if it is dealt fire damage, the a-mi-kuk must succeed on a DC 13 Wisdom saving throw or become frightened until the end of its next turn. After it has been frightened by a specific source of fire (such as the burning hands spell), the a-mi-kuk can’t be frightened by that same source again for 24 hours.,name: Icy Slime,desc: The a-mi-kuk’s body is covered in a layer of greasy, ice-cold slime that grants it the benefits of freedom of movement. In addition, a creature that touches the a-mi-kuk or hits it with a melee attack while within 5 feet of it takes 7 (2d6) cold damage from the freezing slime. A creature grappled by the a-mi-kuk takes this damage at the start of each of its turns.

spell_list

page_no15

document__license_urlhttp://open5e.com/legal

document__slugtob2

document__titleTome of Beasts 2

document__urlhttps://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/

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Tome of Beasts 2, page no. 15
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