monsters aberration cr-5-10 Creature Codex

Oth

Large Aberration, CR 5. From Creature Codex.

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Oth

Large Aberration (shoth), lawful neutral

Armor Class 15 (natural armor)

Hit Points 119 (14d10+42)

Speed climb 10 ft., 30 ft.

STR
16 (+3)
DEX
10 (+0)
CON
16 (+3)
INT
11 (+0)
WIS
14 (+2)
CHA
18 (+4)

Saving Throws

Skills Arcana +3, Perception +5, Persuasion +7, Religion +3

Damage Immunities

Condition Immunities

Senses blindsight 60 ft., passive Perception 15

Languages all, telepathy 100 ft.

Challenge 5 (1,800 XP)

Amorphous. The oth, including its equipment, can move through a space as narrow as 1 inch wide without squeezing.
Multiple Roles. Choose either the Dripping Arcanist or Paladin of Shoth trait. * Dripping Arcanist. The oth's innate spellcasting ability is Charisma (spell casting DC 15, +7 to hit with spell attacks). It may cast the following spells innately, requiring only verbal components: _ Cantrip (at will): fire bolt (2d10), light, thaumaturgy _ 3/day each: command, mage armor, magic missile _ 2/day each: augury, detect thoughts _ 1/day: fireball * Paladin of Shoth. The oth derives its power from Shoth itself, its zom shining with sacred light. Its Armor Class increases by 2. A non-shoth creature that starts its turn within 5 feet of the oth must succeed on a DC 15 Charisma saving throw or be blinded by the light of Shoth until the end of its turn.

Actions

Multiattack. The oth makes two oozing slam attacks or one oozing slam and one greatsword attack.
Oozing Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 14 (2d10 + 3) bludgeoning damage and 2 (1d4) acid damage.
Greatsword (Paladin of Shoth Only). Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 17 (4d6 + 3) slashing damage.
Merge. A shoth who has less than half its maximum hp can merge with any other shoth creature within 10 feet, adding its remaining hp to that creature's. The hp gained this way can exceed the normal maximum of that creature. A shoth can accept one such merger every 24 hours.
Spray (Recharge 6). The oth sprays acid in a 30-foot cone. Each creature in the area must make a DC 15 Dexterity saving throw, taking 22 (5d8) acid damage on a failed save, or half as much damage on a successful one.

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