Huecambra — fantasy monster illustration. Huecambra is a large monstrosity (Challenge Rating 8).

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Huecambra

Large Monstrosity, unaligned

AC
17
HP
136
Speed
40
CR
8

The squat newt’s body is dappled gray and chocolate-brown and covered in colorful, wart-like gems, most prominently over its back and along its thick tail. It has long claws, a mouth full of needle-like fangs, and a gleam of intelligence in its multifaceted amber eyes._
Mysterious Jungle Hunters. The huecambra is an unusual and rarely seen predator native to tropical jungles and swamps. It hides amid tall reeds or in murky stretches of water, covering itself in mud to hide the gleam of the gem-like growths covering its body. Open Game License


Armor Class 17 (natural armor)

Hit Points 136 (13d10+65)

Speed 40 ft., swim 30 ft.


STR
18 (+4)
DEX
12 (+1)
CON
20 (+5)
INT
8 (-1)
WIS
13 (+1)
CHA
17 (+3)

Saving Throws Con +8

Skills Stealth +4, Perception +4

Damage Immunities poison, thunder

Condition Immunities charmed, petrified, poisoned

Senses darkvision 60 ft., passive Perception 14

Languages

Challenge 8


Actions

Multiattack. The huecambra makes three attacks: one with its bite, one with its claw, and one with its tail.

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage, and the target must succeed on a DC 16 Constitution saving throw or become cursed. While cursed, the creature grows gem-like growths across its body. When the cursed creature takes damage that isn't poison or psychic, it and each creature within 5 feet of it must succeed on a DC 16 Constitution saving throw or take 7 (2d6) thunder damage. This damage doesn't trigger further explosions. The curse lasts until it is lifted by a remove curse spell or similar magic.

Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) slashing damage.

Tail. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.

Gem Explosion (Recharge 6). The huecambra causes some of the gem-like nodules on its body to detonate. Each creature within 20 feet of the huecambra must make a DC 16 Dexterity saving throw. On a failure, a creature takes 24 (7d6) thunder damage and is stunned until the end of its next turn. On a success, a creature takes half the damage and isn't stunned. A creature cursed by the huecambra's bite has disadvantage on this saving throw.

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Huecambra — 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