Galidroo

Huge Monstrosity, neutral evil (CR 12)

Armor Class 17 natural armor

Hit Points 172 (15d12+75)🎲

Speed 40 ft., burrow 20 ft.


STR

22 (+6)

DEX

13 (+1)

CON

20 (+5)

INT

11 (+0)

WIS

18 (+4)

CHR

14 (+2)


Skills perception 8

Senses darkvision 90 ft., passive Perception 18

Languages Deep Speech, telepathy 60 ft.

Challenge Rating 12

Actions

Multiattack.

The galidroo makes four attacks: two with its bite and two with its claws. It can make one tail attack in place of its two claw attacks.

Bite.

Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage.

Claw.

Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.

Tail.

Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit: 16 (3d6 + 6) bludgeoning damage. The target is grappled (escape DC 17) if it is a Large or smaller creature and the galidroo doesn’t have another creature grappled. Until this grapple ends, the target is restrained, and the galidroo can’t use its tail on another target.

Prophetic Screech (Recharge 5-6).

The galidroo unleashes a burst of prophetic power in a 60-foot cone. Each creature in that area must make a DC 17 Intelligence saving throw. On a failure, a creature takes 35 (10d6) psychic damage and is incapacitated for 1 minute as its mind is bombarded with visions of its past and future. On a success, a creature takes half the damage and isn’t incapacitated. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.


sizeHuge

typeMonstrosity

group

alignmentneutral evil

strength_save

dexterity_save

constitution_save9

intelligence_save

wisdom_save8

charisma_save

perception8

damage_vulnerabilities

damage_resistancesbludgeoning, piercing, and slashing from nonmagical attacks

damage_immunitiespsychic

condition_immunitiesexhaustion

cr12

reactions

legendary_desc

legendary_actions

special_abilitiesname: Aura of Lassitude,desc: A creature that starts its turn within 30 feet of the galidroo must succeed on a DC 17 Constitution saving throw or feel lethargic until the start of its next turn. While lethargic, a creature can’t use reactions, its speed is halved, and it can’t make more than one melee or ranged attack on its turn. In addition, the creature can use either an action or a bonus action on its turn, but not both. On a successful saving throw, the creature is immune to the galidroo’s Aura of Lassitude for the next 24 hours.,name: Selective Precognition,desc: The galidroo can see into the past, present, and future simultaneously. It can innately cast divination and legend lore once per day each, requiring no material components. Its innate spellcasting ability is Wisdom. The galidroo can’t use these spells to gain information about itself or its personal future or past.,name: Two-Headed,desc: The galidroo has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious.

spell_list

page_no161

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/

Find the complete stats on: Open5e

Tome of Beasts 2, page no. 161
Other formats: JSON

← Gaki Gargoctopus →