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dire-clam.md

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Attributes

Large elemental, neutral

  • Armor Class 14 (natural armor)
  • Hit Points 114 (12d10 + 48)
  • Speed 5 ft., swim 30 ft.
STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 18 (+4) 5 (−3) 7 (-2) 5 (−3)
  • Saving Throws: CON +6
  • Resistances: Acid; Bludgeoning, Piercing, and Slashing from nonmagical attacks
  • Immunities: Grappled, Poison, Prone
  • Senses: Blindsight 30 ft. (blind beyond this range), Tremorsense 60 ft., passive Perception 8
  • Languages:
  • Challenge: 4 (1,100 XP)

Traits

Freeze. If the clam takes Cold damage, they partially freeze; their speed is reduced by 20 feet until the end of their next turn.

Shell Defense. While the clam's mouth is closed, they gain a +4 bonus to AC, they have advantage on Strength and Constitution Saving Throws, they are Prone, their speed is 0 and can't increase, they have disadvantage on Dexterity Saving Throws, they can't take Reactions, and the only Action they can take is their Crush.

Water Breathing. The clam can breathe only underwater.

Actions

Crush. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) Bludgeoning damage, and if the target is a creature size Large or smaller, they are also Grappled (escape DC 14) as the clam closes their shell around the target. Until this Grapple ends, the target is restrained and trapped within the clam's dark interior.

The clam can Grapple one creature at a time. At the start of each of the clam's turns, a creature Grappled by the clam takes 13 (2d8 + 4) Bludgeoning damage. While Grappling a creature, the clam can't use their Crush action without opening their shell and releasing the creature from their Grapple. A creature within 5 feet of the clam can take an action to attempt to pry the clam's shell open by succeeding on a DC 14 Strength check.