Skulldug Nosher in Dromaria | World Anvil

Skulldug Nosher


  Skulldug Nosher Roll Initiative
Gargantuan Monstrosity, Chaotic Evil
Armor Class 7 (Natural Armor)
Hit Points 214 (14d20 + 70)
Speed 5 ft.
STR
DEX
CON
INT
WIS
CHA
18
(+4)
1
(-5)
20
(+5)
12
(+1)
10
(-)
3
(-4)

Damage Resistances Acid, Cold
Damage Vulnerabilities Thunder
Condition Immunities Blinded, Charmed, Deafened, Exhaustion, Frightened, Incapacitated, Petrified, Poisoned, Prone, Stunned
Senses Blindsight 120 ft. (blind beyond this radius), Tremorsense within the structure, Passive Perception 10
Languages Telepathy 50ft.
Proficiency Bonus +4 Challenge 9
False Appearance. While the Skulldug Nosher remains motionless, it is indistinguishable from an ordinary building.   Spirit Lure. Within a 1 mile radius of a Skulldug Nosher spirits can be found, luring intelligent creatures back to the building the Nosher possesses. A creature that encounters a spirit lure can make a DC 10 Wisdom (Insight) check to understand the spirit's purpose.   Detritus. When not maintaining its false appearance, the Skulldug Nosher impedes travel within it. When a creature moves into or within the Nosher, it takes 1d4 piercing damage for every 5 ft. it travels.   Actions
Multiattack. The Skulldug Nosher makes three attacks using any combination of its bite and debris.  
  Bite. Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: 10 ( 1d12+4 ) piercing damage. If the creature is large or smaller it is grappled (escape DC 16) as the Nosher begins to chew on it. Until this grapple ends, the target is restrained and a creature grappled by the Nosher must succeed on a DC 16 Constitution saving throw at the start of the Nosher's turn or take 2d12+4 piercing damage.   Debris. Ranged Weapon Attack: +8 to hit, range 20/60., one target. Hit: 10 ( 1d12+4 ) bludgeoning damage.   Swallow. The Skulldug Nosher makes one bite attack against a large or smaller creature it is grappling. If the attack hits, that creature is absorbed by the Nosher, being moved around inside the structure. While swallowed the creature is blinded and restrained, has total cover against attacks and other effects outside the Skulldug Nosher, and it takes 28 ( 8d6 ) slashing damage at the start of its turn.   If the Skulldug Nosher takes 30 damage or more in a single turn from a creature inside it, the Nosher will regurgitate all swallowed creatures, which fall prone where they began. If the Skulldug Nosher dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 20 ft. of movement, exiting prone.   Special
Possession. At the start of the Skulldug Nosher's turn it will attempt to possess a creature that is hostile toward it, DC 16 Constitution saving throw. A creature possessed in this way is drawn deeper into the Nosher, using its entire next turn to move as far from the exits as possible. A creature possessed in this way does not take damage from the Skulldug Nosher's detritus ability.
 
Description
The Skulldug Nosher is a slow-moving spiritual monstrosity with the power to possess inanimate structures, typically found in derelict towns, farmhouses, and other abandoned dwellings. Concealed within these vessels, it deceives the unwary, luring them into eternal captivity. It is particularly drawn to locations marked by death and loss.   Once ensnared, victims' souls are added to its collection and enlisted to ensnare others. While not swift, escape from its labyrinthine interior proves exceedingly difficult. Destroying the Skulldug Nosher is the only way to free the souls it has imprisoned.   History
The origins of the Skulldug Nosher are unknown, though they are believed to come from deep underground. While there is no concrete evidence linking them to any deity, they are often associated with Ishkul, a god frequently connected to monstrous phenomena. Over time, the Nosher has become an ominous landmark in forsaken places, an enduring symbol of despair and tragedy.   Tactics
Due to its limited mobility, the Skulldug Nosher typically establishes itself in a single, permanent location. From there, it deploys its spirit lures to roam the surrounding areas, drawing potential victims towards its lair with promises of safety. Should its subtle tactics fail the Nosher will resort to force, launching debris, possessing the vulnerable, and using any means necessary to draw victims into its grasp. Once inside, the Nosher subjects its captives to a disorienting maze of ever-shifting rooms, where lethal hazards and its own malevolent maw await.
"Halflings hear cautionary tales about the house that hungers at a very young age. I've always been cautious of a house that doesn't feel like a home."

~ Brandi Unwater
Chosen of Temilian


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