Harbourmaw
Huge monstrosity, unaligned
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 Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 23 (3d12 + 4) piercing damage, and the target is grappled (escape DC 15) if it is Large or smaller.
Slam. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. 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.





