Thousand Teeth (Solo AO)

by JigsawSaint

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Art Credit

Wizards of the Coast



Thousand Teeth

(Action Oriented)

Huge (2x4) fey, unaligned


  • Armor Class 13 (natural armor)
  • Hit Points 66 (6d10 + 33)
  • Speed 30 ft., swim 50 ft.

STR DEX CON INT WIS CHA
19 (+4) 10 (+0) 17 (+3) 2 (-4) 10 (+0) 7 (-2)

  • Saving Throws Str +7, Con +6
  • Skills Athletics +7, Stealth +4
  • Senses passive Perception 10
  • Languages --
  • Challenge 6 (2,300 XP)

Hold Breath. Thousand Teeth can hold its breath for 30 minutes.

Legendary Resistance (2/day). If Thousand Teeth fails a saving throw that would leave it incapacitated, it can choose to succeed instead.

Swamp Fever. The first time Thousand Teeth is reduced to 0 hit points, it regains all hit points and makes a melee attack against a creature in range (preferably the one that just dealt it damage). As the vegetation on its back extends roots into both the crocodile and the surrounding swamp, it and all adjacent creatures are restrained until the end of their next turn. Until the end of the combat, all attacks it makes and all attacks against it are made with advantage.

Reactions

Sink and Swim. When an attack misses Thousand Teeth, it may make a DC 15 Dexterity check. If it succeeds, it may sink into the swamp and gain partial cover until the start of its next turn. It may also move half its movement speed without provoking opportunity attacks, bringing along any creatures it is grappling.

Bonus Actions

Fey Recovery. Lose 10 hit points to end one condition affecting the creature.

 

 

 

 

Actions

Multiattack. Thousand Teeth makes two attacks that must have different targets: one with its bite and one with its tail.

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) piercing damage and the target is grappled (escape DC 14). Until the grapple ends the target is restrained and Thousand Teeth may not bite another target.

Tail. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.

Death Roll. Melee Weapon Attack: +11 to hit, reach 5 ft., one target currently grappled by the creature. Hit: 22 (4d6+8) piercing damage.

Villain Actions

On initiative count 20, takes one of the following actions. It may only use an action if the actions listed before it have already been taken.

One with the Swamp. Thousand Teeth casts spike growth (detect DC 13) that affects all squares within 3 squares of the crocodile.

Tail Sweep. All creatures on the ground within 10 feet are pushed 20 feet and must succeed on a DC 12 Strength saving throw or be knocked prone.

The Swamp is my Savior. All creatures on the ground within 15 feet must succeed on a DC 13 Dexterity saving throw or be restrained by the swamp vegetation as it comes to life. Thousand teeth may move its movement speed without provoking attacks of opportunity and take the Hide action after its movement.


Tactics

On its turn, Thousand Teeth uses Death Roll if it has a creature grappled and Multiattack if it does not. It uses its bonus action to eliminate the worst condition on it, if any, using Fey Recovery.

When it uses Sink and Swim as a reaction, it only moves if doing so would place its spike growth between it and more of its enemies.

When it takes a villain action, it will only use The Swamp is my Savior if it has used its final Paragon Action. Otherwise, it repeats the use of One with the Swamp if needed, or Tail Sweep otherwise.

 

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