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Large elemental, neutral

Armor Class 15 (natural armor)
Hit Points 76 (8d10 + 32)
Speed 30 ft., burrow 20 ft.

20 (+5) 12 (+1) 18 (+4) 4 (–3) 13 (+1) 11 (+0)

Skills Perception +4
Condition Immunities prone
Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 14
Challenge 7 (2,900 XP)

Special Traits

  • Crystalline Mandibles. The caterprism’s mandibles ignore resistance to slashing damage. In addition, when the caterprism attacks a creature with at least one head with its bite attack and rolls a natural 20 on the attack roll, it cuts off one of the creature’s heads. The creature dies if it cannot survive without the lost head. A creature is immune to this ability if it is immune to slashing damage, doesn’t have or need a head, has legendary actions, or the GM decides that the creature is too big for the head to be cut off with this attack. Such a creature instead takes an extra 27 (6d8) slashing damage from the hit.
  • Tunneler. Caterprism can burrow through solid rock at 5 feet per round leaving a 5 foot-wide, 8-foot-high tunnel in its wake.


  • Multiattack. The caterprism makes one bite and two claw attacks.
  • Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 +5) slashing damage. If the caterprism scores a critical hit, it rolls damage dice four times, instead of twice.
  • Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one target Hit: 16 (2d10 + 5) slashing damage.
  • Crystal Breath (recharge 5–6). The caterprism spews forth a crystalline silk-like substance in a 30-foot cone that instantly hardens into razor sharp crystalline spears. Each creature in that area must make a DC 15 Dexterity saving throw, taking 28 (8d6) piercing damage on a failed save, or half as much damage on a successful one.
Section 15: Copyright Notice

City of Brass ©2018 Frog God Games; Authors: Casey Christofferson and Scott Greene