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Harbourmaw

Huge monstrosity, unaligned

AC
16
HP
184
Speed
20
CR
8

Old piers in the Drift are eaten from below and keep standing out of habit, until the habit learns to bite. A harbourmaw is pier-planks and pilings folded around a gullet, still taking mooring fees in meat.


Armor Class 16 (pier timber and iron)

Hit Points 184 (16d12 + 80)

Speed 20 ft., swim 30 ft.


STR
19 (+4)
DEX
10 (+0)
CON
20 (+5)
INT
3 (-4)
WIS
12 (+1)
CHA
5 (-3)

Senses darkvision 60 ft., passive Perception 11

Languages —

Challenge 8


Traits

False Appearance. While the harbourmaw remains motionless against a pier, jetty, or wreck staging, it is indistinguishable from that structure.

Siege Monster. The harbourmaw deals double damage to objects and structures.

Actions

Multiattack. The harbourmaw makes one bite attack and two slam attacks.

Bite. Melee Attack Roll: +7, reach 10 ft. Hit: 23 (3d12 + 4) Piercing damage, and the target is grappled (escape DC 15) if it is Large or smaller.

Slam. Melee Attack Roll: +7, reach 10 ft. Hit: 15 (2d10 + 4) Bludgeoning damage.

Engulf. The harbourmaw engulfs one Large or smaller creature it is grappling. The engulfed creature is restrained, cannot breathe, and takes 27 (6d8) Acid damage at the start of each of the maw's turns. A freed creature escapes into the nearest unoccupied space if the maw dies or by succeeding on a DC 16 Strength check as an action.

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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