Annelidast — fantasy monster illustration. Annelidast is a huge monstrosity (Challenge Rating 12).

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Annelidast

Huge Monstrosity, Unaligned

AC
18
HP
184
Speed
30
CR
12

False


Armor Class 18 (natural armor)

Hit Points 184 (16d12 + 80)

Speed 30 ft., burrow 40 ft.


STR
26 (+8)
DEX
10 (+0)
CON
20 (+5)
INT
1 (-5)
WIS
10 (+0)
CHA
4 (-3)

Saving Throws Con +9, Wis +4

Damage Vulnerabilities False

Damage Resistances lightning

Damage Immunities poison; bludgeoning from nonmagical attacks

Condition Immunities poisoned

Senses tremorsense 120 ft., passive Perception 10

Languages

Challenge 12


Traits

Deep Earth Dweller. The annelidast doesn't require air.

Primordial Aura. A creature that starts its turn within 30 feet of the annelidast must succeed on a DC 17 Constitution saving throw or take 7 (2d6) poison damage. A creature that finishes a long rest within 1,000 feet of the annelidast must succeed on a DC 17 Constitution saving throw or develop tumors across its body and become poisoned until the tumors are removed by the greater restoration spell or similar magic.

Tunneler. The annelidast can burrow through solid rock at half its burrow speed and leaves a 10-foot-diameter tunnel in its wake.

Actions

Multiattack. The annelidast makes three Slam attacks.

Slam. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 21 (2d12 + 8) bludgeoning damage, and if the target is a creature, it must succeed on a DC 17 Strength saving throw or be pushed up to 15 feet away from the annelidast. A creature restrained by the annelidast automatically succeeds on this saving throw.

Crush (Recharge 5-6). The annelidast launches most of its massive bulk into the air and crashes down on the ground in a 20-foot line that is 10 feet wide. It then retracts itself into a space along that line and can occupy the space of one or more Large or smaller creatures. Each creature in the line must make a DC 17 Dexterity saving throw. On a failure, a creature takes 45 (7d12) bludgeoning damage, is knocked prone, and is restrained while it shares a space with the annelidast, as it is pinned beneath the annelidast's body. On a success, a creature takes half the damage, isn't knocked prone, and is pushed out of the annelidast's space into an unoccupied space of the creature's choice within 5 feet of the annelidast. A creature, including the restrained creature, can take its action to free the restrained creature by succeeding on a DC 17 Strength check. If the annelidast burrows along the surface of the earth at least 20 feet before using this action, creatures in the line have disadvantage on the saving throw.

Reactions

Defensive Recoil. When the annelidast takes damage, it can make one Slam attack against a creature restrained by it.

Community Images

Annelidast — fantasy monster illustrationPrimary
FTTHelper · auto-generated · monster · monster

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Further reading

Jetpack7 Game Master Series
The Game Master's Book of Random Encounters
Jeff Ashworth · 2020
The Game Master's Book of Traps, Puzzles and Dungeons
Jeff Ashworth · 2022
The Game Master's Book of Legendary Dragons
Aaron Hübrich · 2022