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Kallidu Crawler

Large construct, neutral evil

Armor Class 17 (natural armor)
Hit Points 104 (11d10 + 44)
Speed 30 ft., swim 20 ft.

STR DEX CON INT WIS CHA
18 (+4) 17 (+3) 19 (+4) 16 (+3) 10 (+0) 6 (-2)

Skills Acrobatics +6, Athletics +7
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks, poison
Senses darkvision 120 ft., passive Perception 10
Languages understands Aquan and Common; telepathy 60 ft.
Challenge 7 (2,900 XP)

Special Traits

  • Nowhere to Run. The crawler can make one beam attack as a bonus action against a creature it has grappled.
  • Sea Commander. While in the crawler, a kallidu can issue commands to any creature it can see within 60 feet of CR 1 or lower with an intelligence of 4 or less that has a swimming speed.
  • Magic Resistance. The crawler has advantage on saving throws against spells and other magical effects.
  • Minor Telekinesis. The crawler can move or carry up to 10 pounds of objects in a 30 ft radius with its mind. It can manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. This trait can’t be used to attack, or to activate magic items.
  • Glassed Protection. While in the crawler, a kallidu can breathe normally, even when out of water and it can’t be the target of spells. If the crawler reaches 0 hp, the kallidu inside is ejected 10 feet in a random direction.

Actions

  • Multiattack. The crawler makes three attacks: two with its claws and one with a beam.
  • Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) bludgeoning damage, and the target is grappled (escape DC 15). The crawler has two claws, each of which can grapple only one target.
  • Eldritch Beam. The crawler targets a creature it can see within 60 feet. The target rolls a DC 14 Dexterity saving throw, taking 35 (6d10) force damage on a failed save, or half as much damage on a successful one.
  • Fear Beam. The crawler targets a creature it can see within 60 feet. The targeted creature must succeed on a DC 14 Wisdom saving throw or be frightened until the start of the crawler’s next turn.
  • Paralyzing Beam (Recharge 5-6). The crawler targets a creature it can see within 60 feet. The targeted creature must succeed on a DC 14 Constitution saving throw or be paralyzed 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.

About

Kallidus are found in a wide variety of colors and appearances and vary from two to three feet in length. Naturalists have found that the only physical difference between a kallidu and a typical tropical fish is the abnormally large size of a kallidu’s skull. This large skull houses a powerful mind capable of building magic-powered machines. These intelligent fish are nearly defenseless, but make for powerful foes while operating one of their machines.

Gather & Build. Kallidus appear to have only two objectives in mind: gather resources and build magical machines. Their need to aggressively gather resources has led them to slaughter of surface dwellers trying to protect their property. Technologically-advanced people have been heavily targeted, and pay a bounty for any kallidus that are captured or killed.

A Mad Wizard’s Creation. Kallidus were created by a renegade wizard. The wizard was hunted down, but the kallidus continue to grow in numbers and efficiently gather and build. Whether they have minds of their own or are just pawns in their creator’s plan is still unclear.

Sea Commanders. Kallidus have few physical gifts, but they can accomplish great things by commanding lesser creatures with their psionic abilities. Kallidus typically order their minions to gather materials from shipwrecks, underwater ruins, and even surface communities.

Section 15: Copyright Notice

The Seas of Vodari Copyright 2020, Tribality (Innovaworks Inc.) and Shawn Ellsworth.