Oth

Large Aberration (shoth), lawful neutral (CR 5)

Armor Class 15 natural armor

Hit Points 119 (14d10+42)🎲

Speed 30 ft., climb 10 ft.


STR

16 (+3)

DEX

10 (+0)

CON

16 (+3)

INT

11 (+0)

WIS

14 (+2)

CHR

18 (+4)


Skills arcana 3, perception 5, persuasion 7, religion 3

Senses blindsight 60 ft., passive Perception 15

Languages all, telepathy 100 ft.

Challenge Rating 5

Actions

Multiattack.

The oth makes two oozing slam attacks or one oozing slam and one greatsword attack.

Oozing Slam.

Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 14 (2d10 + 3) bludgeoning damage and 2 (1d4) acid damage.

Greatsword (Paladin of Shoth Only).

Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 17 (4d6 + 3) slashing damage.

Merge.

A shoth who has 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.

Spray (Recharge 6).

The oth sprays acid in a 30-foot cone. Each creature in the area must make a DC 15 Dexterity saving throw, taking 22 (5d8) acid damage on a failed save, or half as much damage on a successful one.


sizeLarge

typeAberration

group

alignmentlawful neutral

strength_save

dexterity_save

constitution_save

intelligence_save

wisdom_save

charisma_save

perception5

damage_vulnerabilities

damage_resistancesacid, cold, fire

damage_immunities

condition_immunities

cr5

reactions

legendary_desc

legendary_actions

special_abilitiesname: Amorphous,desc: The oth, including its equipment, can move through a space as narrow as 1 inch wide without squeezing.,name: Multiple Roles,desc: Choose either the Dripping Arcanist or Paladin of Shoth trait. * Dripping Arcanist. The oth's innate spellcasting ability is Charisma (spell casting DC 15, +7 to hit with spell attacks). It may cast the following spells innately, requiring only verbal components: _ Cantrip (at will): fire bolt (2d10), light, thaumaturgy _ 3/day each: command, mage armor, magic missile _ 2/day each: augury, detect thoughts _ 1/day: fireball * Paladin of Shoth. The oth derives its power from Shoth itself, its zom shining with sacred light. Its Armor Class increases by 2. A non-shoth creature that starts its turn within 5 feet of the oth must succeed on a DC 15 Charisma saving throw or be blinded by the light of Shoth until the end of its turn.

spell_list

page_no292

document__license_urlhttp://open5e.com/legal

document__slugcc

document__titleCreature Codex

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

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Creature Codex, page no. 292
Other formats: JSON

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