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Neothelid

Gargantuan aberration, chaotic evil

Armor Class 17 (natural armor)
Hit Points 313 (19d20 + 114)
Speed 30 ft., fly 60 ft.

STR DEX CON INT WIS CHA
29 (+9) 7 (–2) 23 (+6) 9 (–1) 17 (+3) 10 (+0)

Saving Throws Intelligence +4, Wisdom +8, Charisma +5
Senses blindsight 120 ft., passive Perception 13
Languages
Challenge 15 (13,000 XP)

Special Traits

  • Mindsense. The neothelid is aware of the presence of creatures within 1 mile of it that have an Intelligence of 3 or higher. It knows the distance and direction of each creature, as well as the creature’s approximate Intelligence (within 3 points), regardless of physical barriers. Creatures under the effects of magic that protects the mind or protects from divination cannot be detected by the neothelid.
  • Innate Spellcasting. The neothelid’s innate spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). It can innately cast the following spells requiring no components:
  • Magic Resistance. The neothelid has advantage on saving throws against spells and other magical effects.

Actions

  • Multiattack. The neothelid makes two tentacular tongue attacks.
  • Tentacular Tongue. Melee Weapon Attack: +14 to hit, reach 30 ft., one target. Hit: 23 (4d6 + 9) bludgeoning damage plus 18 (4d8) psychic damage. If the target is a Large or smaller creature, it must succeed on a DC 18 Strength saving throw or be swallowed by the neothelid. A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the neothelid, and it takes 42 (12d6) acid damage at the start of each of the neothelid’s turns. If the neothelid takes 40 damage or more on a single turn from a creature inside it, the neothelid must succeed on a DC 18 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the neothelid. If the neothelid dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 20 feet of movement, exiting prone.
  • Acid Breath (Recharge 5-6). The neothelid exhales acid in a 60-foot cone. Each creature in that area must make a DC 18 Dexterity saving throw, taking 42 (12d6) acid damage on a failed save, or half as much damage on a successful one.
  • Consume Mind. The neothelid chooses one creature it can see within 30 feet of it that has an Intelligence of 3 or higher. The target must succeed on a DC 13 Intelligence saving throw or take 16 (3d10) psychic damage. If the target fails the saving throw by 5 or more, its Intelligence score is reduced to 0. The target is incapacitated until it regains at least 1 point of Intelligence (either from completing a long rest or from a lesser restoration spell).
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.