
Abyssal Terraphage
Huge Aberration, Chaotic Evil
Armor Class: 18 (Natural Armor)
Hit Points: 360 (40d12 + 120)
Speed: 30 ft., Climb 20 ft., Swim 30 ft. in ooze-covered
Challenge Rating: 15 (13,000 XP)
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
24 | 10 | 22 | 6 | 16 | 18 |
Saving Throws: Strength +12, Constitution +11, Wisdom +9, Charisma +10
Skills: Stealth +7, Perception +9, Survival +9
Damage Vulnerabilities: Radiant Damage
Damage Resistances: Bludgeoning, Piercing, and Slashing from Nonmagical Attacks, Acid Damage, Poison Damage
Damage Immunities: Psychic Damage
Condition Immunities: Charmed, Frightened, Paralyzed, Poisoned
Senses: Darkvision 120 ft., Blindsight 30 ft. (Blind Beyond This Radius), Tremorsense 60 ft., Passive Perception 19
Languages: Understands Abyssal and Common but cannot speak
Spellcasting
Spellcasting. The Abyssal Terraphage is an 8th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 18, +10 to hit with spell attacks). The Abyssal Terraphage has the following spells prepared:
Cantrips (at will): Thorn Whip, Poison Spray, Create Bonfire
1st level (4 slots): Entangle, Inflict Wounds, Disguise Self
2nd level (3 slots): Darkness, Spike Growth, Mending
3rd level (3 slots): Plant Growth, Bestow Curse, Vampiric Touch
4th level (3 slots): Blight, Greater Invisibility
5th level (2 slots): Contagion, Cloudkill
The Abyssal Terraphage often uses spells like Darkness and Spike Growth to manipulate terrain and control the battlefield before engaging in melee combat. It may begin encounters by casting Blight on its foes from a distance, aiming to weaken them before moving in. Use of spells like Vampiric Touch allows it to regain health while delivering devastating blows.
Actions & Abilities
Abyssal Grasp: *Melee Weapon Attack*: +11 to hit, reach 30 ft., one creature. Hit: 3d10 + 6 necrotic damage, and the target must succeed on a DC 20 Constitution saving throw or be poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Tendril Slam: *Melee Weapon Attack*: +10 to hit, reach 15 ft., one creature. Hit: 4d8 + 5 bludgeoning damage. If the target is Large or smaller, it must succeed on a DC 18 Strength saving throw or be pushed up to 15 feet away and knocked prone.
Necrotic Sap: *Melee Weapon Attack*: +10 to hit, reach 10 ft., one creature. Hit: 3d10 + 7 necrotic damage. The target must succeed on a DC 21 Constitution saving throw or its hit point maximum is reduced by the amount of necrotic damage taken until the target finishes a long rest.
Miasmic Corruption (Recharge 5-6): The **Abyssal Terraphage** creates a poisonous cloud that spreads in a 60-foot radius around it. This area is considered difficult terrain. Each creature that starts its turn in this area must make a DC 19 Constitution saving throw. On a failed save, a creature takes 3d8 poison damage, is blinded until the end of its next turn, and is poisoned. On a successful save, it takes half damage and isn’t blinded.
Summon Abyssal Spawn (1 Encounter): Once per encounter, the **Abyssal Terraphage** calls forth two Abyssal Miniatures, spider-like creatures that act on initiative count 20. They have the following stat block: – *Armor Class*: 14 – *Hit Points*: 30 (5d10) – *Speed*: 30 ft. – *Attack*: Bite: +7 to hit, reach 5 ft., one target. Hit: 2d6 + 4 piercing damage. On a hit, the target must succeed on a DC 14 Constitution saving throw or be poisoned until the end of its next turn.
Decay Aura: Any creature that begins its turn within 10 feet of the **Abyssal Terraphage** must make a DC 20 Constitution saving throw. On a failed save, the target becomes infected by a disease as if under the effects of the *Contagion* spell, with the Terraphage choosing the specific effect (e.g., Filth Fever, Slimy Doom, or another effect). On a successful save, the target feels a momentary illusion of decay but remains unaffected.
Terraphage’s Devour: When the **Abyssal Terraphage** reduces a creature to 0 hit points within melee range, it can use a reaction to regain 30 hit points, feeding off the creature’s life essence.
Corrupting Tendril (Legendary Action): The **Abyssal Terraphage** makes one **Tendril Slam** attack.
Murk Rejuvenation (Legendary Action): The **Abyssal Terraphage** can regain 20 hit points and is then considered invisible until the start of its next turn.
Tendrils of Terror (Costs 2 Actions): The **Abyssal Terraphage** targets one creature that it can see within 60 feet, invoking a wave of dread. The target must succeed on a DC 20 Wisdom saving throw or be frightened for 1 minute. The target can repeat the save at the end of each of its turns, ending the effect on itself on a success.
Erupting Spores (Lair Action): The creature causes spores to erupt from the ground in a 30-foot radius sphere originating from a point it can see. Each creature in that area must succeed on a DC 19 Constitution saving throw or take 4d10 poison damage and be poisoned until the end of their next turn.
Corrosive Mudslide (Lair Action): The terrain within the lair becomes unstable as mud slides shift. Each creature within a 60-foot area must succeed on a DC 18 Dexterity saving throw or fall prone as the ground beneath them gives way, covered in oozing sludge.
Veil of Darkness (Lair Action): A 20-foot-radius sphere of magical darkness emanates from a point the **Abyssal Terraphage** can see within its lair, lasting until the end of its next turn. The darkness spreads around corners and its magical light cannot illuminate it; creatures with darkvision cannot see through this darkness.
Appearance
Physical Appearance of the Abyssal Terraphage
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Size and Shape: The Abyssal Terraphage is a colossal monstrosity, standing nearly 15 feet tall and swelling with a grotesque girth that conveys an unnatural bulk. Its form is hulking and bulbous, reminiscent of a twisted tree trunk, creating an impression of both power and decay that is profoundly unsettling.
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Coloration: Its skin is a deep, obsidian black, appearing almost like molten tar in places, mottled with shades of sickly green and putrid brown that ripple across its surface. These colors seem to ebb and flow, as if the very essence of decay is alive within it, while the tendrils that extend from its bulk bear a darker hue, resembling dying vines.
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Texture and Surface Features: The surface of the Terraphage’s hide is slick and oozing—glossy in some areas yet rugged in others. Its skin is slick with a vile, acrid sap that exudes a noxious stench, making it appear perpetually damp and unclean. This slickness also serves to make the creature a more insidious adversary, allowing it to slither and maneuver unnaturally against the terrain.
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Facial Features: The creature possesses a nightmarish countenance, with a wide, gaping maw that stretches impossibly wide. Its mouth is lined with jagged, obsidian-like teeth, each one reminiscent of sharpened roots. Above this disturbing rictus are two luminous, green-glowing eyes that flicker with malevolent intelligence, set deep within a mass of twisting, vine-like growths that seem to writhe independently.
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Limbs and Appendages: The Abyssal Terraphage is adorned with several thick tendrils that cascade from its form, resembling the gnarled roots of a dying tree. These limbs writhe restlessly, able to lash out quickly and grapple would-be foes. It possesses two powerful, claw-like appendages that allow it to dig into the ground or grasp prey, each adorned with bladed ridges that can rend flesh with ease.
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Special Features: Illuminated patterns snake along its sides, glowing faintly with an unsettling greenish hue that pulses rhythmically, reflecting its corrupt vitality. Occasionally, forms that resemble tortured faces can be seen among these patterns, as if the souls of those consumed whisper for release.
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Posture and Movement: The creature maintains a hunched posture, yet it can rise up quickly, utilizing its robust frame to loom over its prey. Its movement is both lumbering and unnaturally graceful; it shifts with a predatory intent, gliding over broken terrain and soaking ground without making a sound. The combination of its bulk and unexpected speed is disconcerting for any who might face it.
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Additional Notable Traits: A thick layer of vile mist constantly emits from its body, swirling in a toxic shroud around it. This mist enhances the Terraphage’s fearsome presence, creating an atmosphere of dread and confusion. Occasionally, small plumes of toxic spores escape from its form, scattering into the air and marking its territory with the stench of decay and corruption.
This horrific visage of the Abyssal Terraphage encapsulates its role as a harbinger of decay and dominance, making it an unforgettable encounter that combines both physical terror and psychological dread.
Tactical Information
Tactical Information for the Abyssal Terraphage
Challenge Rating: 12
Combat Behavior
General Strategy:
The Abyssal Terraphage employs guerrilla tactics in combat, preferring to ambush its prey from the shadows of its foul territory. It uses its Decay Aura and Miasmic Corruption abilities to create a debilitating environment, isolating foes and using its Abyssal Grasp to incapacitate high-threat targets.
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Ambush Set-Up:
- The Terraphage will often lurk in areas of difficult terrain, utilizing the darkness and muck to conceal its presence. It waits patiently for unsuspecting adventurers to stumble within its grasp.
- Utilize stealth (Dexterity check against the adventurers’ passive perception) to position itself for an ambush at the beginning of the encounter, surprising the party for a free round of attacks.
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Initiating Combat:
- It will initiate combat with Miasmic Corruption, creating an area of difficult terrain and setting up a hazardous zone for the adventurers. This may cause confusion and movement limitations, splitting the party.
- Next, it employs Abyssal Grasp on the designated tank or spellcaster of the party, attempting to grapple them and sap their life force.
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Using Environment to Advantage:
- The Terraphage’s body emits a foul aura that intricately shifts the battlefield into its unholy domain. It will seek to steer players into corners or choke points, maximizing the potential of Decay Aura to sap the strength of those who get too close.
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Summoning Allies:
- Once the battle escalates, and the Terraphage sustains injury (around 50% health), it will utilize its Summon Abyssal Spawn ability to bring additional creatures into the fray. These spawned allies provide support, constantly harassing spellcasters and ranged enemies.
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Countering Party Actions:
- If faced with ranged combatants or healers, the Terraphage will prioritize grappling or incapacitating them. Should they try to maintain distance, it will shift it’s focus to impede their movement, using area control spells like Fog Cloud and Darkness to keep combatants separated and confused.
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Retreat if Necessary:
- If heavily wounded (below 30% HP), the Terraphage may decide to retreat temporarily, employing its ability to Fade into the Muck (using the Fog Cloud or Darkness) to obscure its escape.
- Upon retreat, it may reemerge in a less anticipated location for an unexpected counterattack.
Narrative Combat Interactions
Descriptive Elements:
- The battlefield feels alive as the ground shifts and sighs beneath the weight of the Abyssal Terraphage. Small, malicious whisperings can be heard as the atmosphere thickens, originating from the creature’s baleful presence.
- Shadows stretch and contort unnaturally, and the air grows heavy with dread as the battle commences. Tainted plants and flowers twist into menacing shapes, revealing their sinister defenses as they attempt to ensnare adventurers.
Role-Playing Interaction:
- Throughout the encounter, the Terraphage may taunt the heroes, its voice echoing ominously through the air: “You tread on ground fattened by despair; your light will fuel my rebirth!”
- The experience will challenge heroes not only in combat but also in narrative choice. Should they choose to flee when at a disadvantage? Will they risk it all to save a companion ensnared by the tentacles of the abyss?
Psychological Warfare:
- The Abyssal Terraphage will attempt to manipulate adventurers’ fear by targeting their weaknesses. If faced with a character associated with light, nature, or growth, it may heighten its dialogue, proclaiming dark prophecies regarding the hero’s homeland or nurturing ideals twisted into nightmarish visions.
The Abyssal Terraphage is designed to provide both an intense combat challenge and an emotionally immersive experience, encouraging players to strategize and engage on both tactical and narrative levels while navigating through the gloom of despair and decay.