Tuesday Terror: Kaempferi
“Mr–Jack” inspired today’s monster. Click on his name to see the picture. Mr–Jack’s piece is titled “Ultralisk II”. I have no idea what an ultralisk is. I’m guessing it’s a really big lisk. Here’s my take on the creature in the picture.
The kaempferi is an enormous crustacean usually found only in the deepest of oceans. There the kaempferi preys upon other monsters of the deep, such as giant sharks, whales, and giant octopuses. In shallower waters, the kaempferi attacks ships, devours coral reefs, and rarely ventures onto land to attack coastal communities.
Kaempferi
Gargantuan beast, unaligned
Armor Class 19 (natural armor)
Hit Points 351 (18d20+144)
Speed 50 ft., swim 50 ft.
STR 26 (+8), DEX 11 (+0), CON 26 (+8), INT 3 (-4), WIS 11 (+0), CHA 5 (-3)
Saving Throws CON +14, WIS +6, CHA +3
Skills Perception +6
Damage Resistances cold, fire, poison, thunder; bludgeoning, piercing, and slashing from weapons wielded by Large or smaller creatures
Condition Immunities poisoned
Senses blindsight 120 ft., passive Perception 16
Languages —
Challenge 17 (18,000 XP)
Amphibious. The kaempferi can breathe air and water.
Echolocation. The kaempferi can’t use its blindsight while deafened.
Keen Hearing and Smell. The kaempferi has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Siege Monster. The kaempferi deals double damage to objects and structures.
Trampling Charge. If the kaempferi moves at least 20 feet straight toward a creature and then hits it with a scythe attack on the same turn, that target must succeed on a DC 19 Strength saving throw or be knocked prone. If the target is prone, the kaempferi can make on stomp attack against it as a bonus action.
Actions
Multiattack. The kaempferi makes four scythe attacks.
Scythe. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 22 (4d6+8) bludgeoning damage.
Stomp. Melee Weapon Attack: +14 to hit, reach 10 ft., one prone target. Hit: 27 (3d12+8) bludgeoning damage.
Roar (Recharge 5-6). The kaempferi emits a thunderous roar in a 90-foot cone. Each creature in that area must make a DC 19 Dexterity saving throw. On a failed save, a creature takes 56 (16d6) thunder damage and is pushed and knocked prone 10 feet away from the kaempferi. On a successful save, the creature takes half as much damage and is not pushed or knocked prone. A creature underwater when subjected to the roar makes its saving throw with disadvantage.