Nemateuthis (5e Creature)

Nemateuthis

Gargantuan monstrosity, chaotic neutral


Armor Class 16 (natural armor)
Hit Points 370 (20d20 + 160)
Speed 20 ft., swim 50 ft.


STR DEX CON INT WIS CHA
24 (+7) 8 (-1) 26 (+8) 4 (-3) 4 (-3) 2 (-4)

Saving Throws Wis +2
Damage Vulnerabilities fire, poison
Damage Immunities psychic
Condition Immunities charmed, frightened
Senses blindsight 60 ft., passive Perception 7
Languages Wormbrain
Challenge 16 (15,000 XP)


Amphibious. The nemateuthis can breathe air and water.

Colonial Kraken. The nemateuthis has a colony of mutualistic roundworms: 2 rippers and 2d4 + 2 slurpers. While it has at least one worm, the nemateuthis has advantage on saving throws against being deafened, stunned, and knocked unconscious.
Whenever the nemateuthis takes 20 or more damage in a single turn, one of its slurper worms dies; if it takes 30 or more, a ripper worm dies instead.
1 hour after losing a worm, if it has both rippers remaining, it regrows a slurper; otherwise, it loses 1 slurper and regrows a ripper. The nemateuthis regains 10 hit points for each roundworm regrown in this way.

Wormbrain Host. The nemateuthis can't be compelled to act in a manner contrary to its nature.

Reactive Worms. For each slurper the nemateuthis has remaining, it gets an extra reaction that can be used only for opportunity attacks.

Wakeful. While the nemateuthis sleeps, at least one of its roundworms is awake.

ACTIONS

Multiattack. The nemateuthis makes as many slurp attacks as it has slurper worms; it may replace a number of slurp attacks equal to the number of ripper worms it has with rip attacks. It can make as many fling actions as it is able.

Slurp. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 5 (1d8 + 1) bludgeoning damage plus 5 (1d8 + 1) acid damage, and the target is grappled (escape DC 15). Until this grapple ends, the target is restrained. The nemateuthis can grapple as many creatures as it has slurper worms.

Rip. Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 16 (3d8 + 3) piercing damage.

Fling. One Large or smaller object held or creature grappled by the nemateuthis is thrown up to 60 feet in a random direction and knocked prone. If a thrown target strikes a solid surface, the target takes 2 (1d4) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 16 Dexterity saving throw or take the same damage and be knocked prone.

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d10) piercing damage.


Art by Jonathan Wojcik

The organism usually referred to as a nemateuthis is, in fact, a colossal symbiotic superorganism. Composed of a weak, vaguely birdlike host body (the "true" nemateuthis) which contains a colony of parasitic roundworms grown to massive sizes; these, in turn, contain thousands upon thousands of microscopic brain-flukes which coordinate movement and act as the brain for organism as a whole. Although amphibious, nemateuthis prefer to live in aquatic environments where they can pull large prey (and vessels) under to feed. With literally dozens of mouths to feed, incredible strength, and no real weak points, the nemateuthis is an apex predator in almost any environment.

Blood Feud. Although it finds it fairly easy to replace missing worms, a nemateuthis can hold a permanent grudge against those who injure their youngest, never forgetting an individual chemical scent. In battle, the loss of a single slurper worm will drive the others into a frenzy as they attempt to tear the hostile creature to shreds.


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