Dung Monster

Large aberration, neutral evil

Armor Class 14 (natural armor)
Hit Points 147 (14d10 + 70)
Speed 10 ft., climb 10 ft.

STR DEX CON INT WIS CHA
20 (+5) 12 (+1) 21 (+5) 10 (+0) 13 (+1) 10 (+0)

Skills Perception +5, Stealth +5
Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons
Damage Immunities acid, cold, lightning
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned, prone, stunned
Senses blindsight 90 ft., darkvision 60 ft., passive Perception 15
Languages
Challenge 9 (5,000 XP)

Special Traits

  • Magic Resistance. The dung monster has advantage on saving throws against spells and other magical effects.
  • Shapechanger. The dung monster can use its action to polymorph into an object or back into its true, amorphous form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn’t transformed. It reverts to its true form if it dies.
  • Adhesive (Object Form Only). The dung monster adheres to anything that touches it. A Huge or smaller creature adhered to The dung monster is also grappled by it (escape DC 16). Ability checks made to escape this grapple have disadvantage.
  • False Appearance (Object Form Only). While The dung monster remains motionless, it is indistinguishable from an ordinary object.
  • Grappler. The dung monster has advantage on attack rolls against any creature grappled by it.
  • Rejuvenation. If destroyed, The dung monster gains a new body in 24 hours, regaining all its hit points and becoming active again. The new body appears in a nearby room.

Actions

  • Multiattack. The dung monster makes three attacks: two slams with its pseudopod and one with its bite.
  • Pseudopod. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage. If the mimic is in object form, the target is subjected to its Adhesive trait.
  • Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) piercing damage plus 18 (4d8) acid damage.
  • Engulf. The dung monster moves up to its speed. While doing so, it can enter Large or smaller creatures’ spaces. Whenever The dung monster enters a creature’s space, the creature must make a DC 16 Dexterity saving throw. On a successful save, the creature can choose to be pushed 5 feet back or to the side of The dung monster. A creature that chooses not to be pushed suffers the consequences of a failed saving throw. On a failed save, The dung monster enters the creature’s space, and the creature takes 14 (4d6) acid damage and is engulfed. The engulfed creature can’t breathe, is restrained, and takes 21 (6d6) acid damage at the start of each of The dung monster’s turns. When The dung monster moves, the engulfed creature moves with it. An engulfed creature can try to escape by taking an action to make a DC 18 Strength check. On a success, the creature escapes and enters an unoccupied space of its choice within 5 feet of The dung monster.
Section 15: Copyright Notice

Rappan Athuk © 2018, Frog God Games, LLC; Authors Bill Webb, Clark Peterson, Skeeter Green, Tom Knauss, Lance Hawvermale, WDB Kenower, Casey Christofferson, and Greg Raglund; based on the original creation of Bill Webb.