Terrible Monster

Tales call it the Terrible Monster because its roar is followed by a terrible silence when its venom takes hold. Shepherds tell of flocks decimated overnight and of hunters who lost limbs to its crushing pincers and never regained the strength to return.

Largemonstrosity(chimera-like)CR Moderateunaligned

Terrible Monster

beastarmoredvenomousambusher
HP84AC17SPDWalk 40 ft, Climb 20 ftCR5 (1,800 XP)PerceptionStealthAthletics
STR
18
save
DEX
14
save
CON
16
save
INT
3
WIS
12
CHA
6
Armored Carapace. The Terrible Monster's overlapping chitin plates grant it tough protection. It has resistance to nonmagical bludgeoning, piercing, and slashing attacks.
Pincer Limbs. The monster has a second pair of jointed pincer limbs it uses to grab and hold prey. When it hits with a Pincer Grip, the target is grappled (escape ). The Terrible Monster can have up to two creatures grappled at once.
Ragged Beak. The monster's beak is formed from exposed hardened tissue and ragged teeth. When a creature fails the Constitution save from Beak Bite, it is stunned until the end of the Terrible Monster's next turn.
Venomous Sting. The sting delivers a powerful venom. Creatures that fail the Constitution save take full poison damage and are poisoned for 1 minute. They can repeat the save at the end of each of their turns.
Terrain Camo. The Terrible Monster is unusually stealthy for its size in rocky terrain and gains advantage on Dexterity (Stealth) checks made to hide in rocky or scrubland terrain.
Multiattack. The Terrible Monster makes two claw attacks and one bite attack. If it hits a creature with a claw attack, it can immediately make a pincer attack against the same target as part of the same Multiattack.
Beak Bite. Melee Weapon Attack: to hit, reach 5 ft, one target. Hit 13 () piercing damage. If the target is a creature, the beak's ragged flesh tear forces the target to succeed on a Constitution saving throw or be stunned until the end of its next turn as brain-numbing venom and shock from exposed bone-likemist tissue flood their senses.
Rending Claw. Melee Weapon Attack: to hit, reach 5 ft, one target. Hit 11 () slashing damage. The claws tear and hold; a creature hit by a claw has disadvantage on Strength checks and Strength saving throws until the end of the Terrible Monster's next turn.
Pincer Grip. Melee Weapon Attack: to hit, reach 5 ft, one target. Hit 9 () bludgeoning damage. If the target is Large or smaller and is hit, the target is grappled (escape ). The Terrible Monster can have up to two creatures grappled at once with its pincer limbs.
Scorpion Sting. Melee Weapon Attack: to hit, reach 10 ft, one target. Hit 7 () piercing damage plus 10 () poison damage. The target must succeed on a Constitution saving throw or take the full poison damage and be poisoned for 1 minute. A poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. On a successful initial save, the target takes half the poison damage and is not poisoned.
Razor Riposte. When a creature misses the Terrible Monster with a melee attack while within 5 feet, the monster can make one Rending Claw attack against that creature.
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