Droth

Huge Aberration (shoth), lawful neutral (CR 12)

Armor Class 16 natural armor

Hit Points 230 (20d12+100)🎲

Speed 20 ft., climb 10 ft.


STR

18 (+4)

DEX

9 (-1)

CON

20 (+5)

INT

14 (+2)

WIS

16 (+3)

CHR

20 (+5)


Skills perception 7

Senses blindsight 60 ft., passive Perception 17

Languages all, telepathy 100 ft.

Challenge Rating 12

Actions

Multiattack.

The droth makes two oozing crush attacks.

Oozing Crush.

Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: 30 (4d12 + 4) bludgeoning damage and 7 (2d6) acid damage.

Merge.

A shoth with less than half its maximum hp can merge with any other shoth creature within 10 feet, adding its remaining hp to that creature's. The hp gained this way can exceed the normal maximum of that creature. A shoth can accept one such merger every 24 hours.

Acid Wave (Recharge 5-6).

The droth rises up and crashes down, releasing a 20-foot-radius wave of acidic ooze. Each creature in the area must make a DC 17 Dexterity saving throw. On a failure, a creature takes 45 (10d8) acid damage and is knocked prone. On a success, a creature takes half the damage and isn't knocked prone.


sizeHuge

typeAberration

group

alignmentlawful neutral

strength_save

dexterity_save

constitution_save9

intelligence_save

wisdom_save7

charisma_save9

perception7

damage_vulnerabilities

damage_resistancescold, fire

damage_immunitiesacid

condition_immunities

cr12

reactions

legendary_desc

legendary_actions

special_abilitiesname: Absorbent (3/Day),desc: When the droth damages a creature, it absorbs a portion of that creature's knowledge and power. As a bonus action, it can recreate any action available to a creature it damaged within the last minute. This includes spells and actions with limited uses or with a recharge. This recreated action is resolved using the droth's statistics where applicable.,name: Amorphous,desc: The droth, including its equipment, can move through a space as narrow as 1 inch wide without squeezing.,name: Soothing Aura,desc: Any creature hostile to the droth that starts its turn within 20 feet of the droth must succeed on a DC 17 Wisdom saving throw or have disadvantage on all attack rolls until the end of its next turn. Creatures with Intelligence 3 or lower automatically fail the saving throw.

spell_list

page_no333

document__license_urlhttp://open5e.com/legal

document__slugcc

document__titleCreature Codex

document__urlhttps://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/

Find the complete stats on: Open5e

Creature Codex, page no. 333
Other formats: JSON

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