Engulper (5e Creature)

Engulper

Huge monstrosity, unaligned


Armor Class 15 (natural armor)
Hit Points 212 (17d12 + 102)
Speed 20 ft.


STR DEX CON INT WIS CHA
16 (+3) 11 (+0) 22 (+6) 5 (-3) 12 (+1) 10 (+0)

Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities acid, poison
Condition Immunities poisoned
Senses darkvision 30 ft., passive Perception 11
Languages =
Challenge 10 (5,900 XP)


Keen Smell. The engulper has advantage on Wisdom (Perception) checks that rely on smell.

Mesmerize. The engulper sheds dim light in a 20-foot radius. Creatures which can see the engulper and enter this radius for the first time on their turn must succeed on a DC 15 Wisdom saving throw or become charmed; creatures can use an action to remake this save on their turn, ending the effect on a success and becoming immune to the engulper's Mesmerize for 24 hours.

Omnivore. The engulper can control the exact composition of its digestive acids. At the start of its turn, it can choose either acid, fire, or poison damage for each of the d6 rolled to determine damage dealt to swallowed creatures.

ACTIONS

Multiattack. The engulper makes two tendril attacks, then makes one attack with its bite or uses its Swallow.

Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 23 (4d8 + 5) bludgeoning damage plus 8 (2d6 + 1) acid damage. If the target is a creature, it is grappled (escape DC 17). Until this grapple ends, the target is restrained, and the engulper can't bite another target.

Swallow. The engulper makes one bite attack against a Large or smaller creature it is grappling. If the attack hits, that creature takes the bite's damage and is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the engulper, and it takes 21 (6d6) damage at the start of each of the engulper's turns.
If the engulper takes 30 damage or more on a single turn from a creature inside it, the engulper must succeed on a DC 15 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the engulper. If the engulper dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 15 feet of movement, exiting prone.

Tendril. Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit: 14 (3d6 + 4) piercing damage, and the target must succeed on a DC 17 Strength saving throw or be pulled up to 10 feet in a straight line towards the engulper.


Art by Jonathan Wojcik

These large monsters are used by evil wizards or warlords as living garbage disposals. The engulper's boneless, rubbery body can expand many times its size to accomodate an incredible volume of material, and its roiling acids can all but vaporize soft tissues in a flash. Though often kept well-fed on botched experiments or troublesome enemies, the haunting glow of its digestive processes can mesmerize living prey from afar, which is promptly harpooned and reeled in by its tooth-tipped oral tendrils.
An engulper boasts a delicate degree of control over the ratios of its many digestive compounds, and can reformulate its chemical broth to dissolve almost any form of matter. For unknown reasons, it dislikes destroying bone, and enjoys the sensation of skeletal remains rattling in its expansive gut. It has been known to regurgitate favorite bones before initiating harsher digestive cycles, reingesting them once it has diluted its acids to their usual composition.


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