Monster Dossier
Minchgorm
Minchgorm is a fantasy monster entry from source AoE5.
Traits
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Rules & statistics
Monster Profile
Perception
30
Senses
- Name
- darkvision
- Type
- imprecise
- Name
- wavesense
- Range
- 100
Languages
- Languages
- aquan
- aklo
- common
- Abilities
- tongues (can speak only through simulacra)
Skills
- Athletics
- 34
- Intimidation
- 34
- Performance
- 36
Ability Mods
- Str
- 8
- Dex
- 0
- Con
- 6
- Int
- 5
- Wis
- 2
- Cha
- 8
Defenses
- Ac
- 42
- Saving Throws
- Fort
- 30
- Ref
- 27
- Will
- 33
- Hp
- Hp
- 440
- Weaknesses
- Amount
- 15
- Name
- cold iron
- Resistances
- Amount
- 15
- Name
- fire
Speed
- Walk
- 5
- Swim
- 20
Attacks
- Range
- Melee
- Name
- jaws
- Attack
- 37
- Traits
- magical
- reach
- Damage
- 3d10+16 piercing plus Improved Grab
- Types
- piercing
Spellcasting
- Type
- Innate
- Tradition
- primal
- DC
- 40
- Entry
- 5
- Spells
- Name
- control water
- Amount
- 3
- 9
- Spells
- Name
- hydraulic torrent
- Constant
- 5
- Spells
- Name
- tongues
Abilities
- Activity
- Number
- 1
- Unit
- reaction
- Trigger
- The minchgorm Grab||Grabs a creature in its jaws
- Entries
- The minchgorm uses Swallow Whole.
- Name
- Fast Swallow
- Activity
- Number
- 2
- Unit
- action
- Traits
- conjuration
- primal
- water
- Entries
- Tentacles of water rise up and attempt to Grapple all enemies within 15 feet of the minchgorm. The minchgorm attempts an Athletics check against the Fortitude DC of each creature in the area. On a success, the creature is grabbed (Escape 40). On a critical success, or a success against a creature that is already grabbed, the target begins to drown||3|drowning and suffocating.
- Name
- Riptide
- Activity
- Number
- 1
- Unit
- action
- Entries
- Large, 3d10+16 bludgeoning, Rupture 36.
- Name
- Swallow Whole
- Activity
- Number
- 2
- Unit
- action
- Traits
- concentrate
- conjuration
- primal
- water
- Entries
- The minchgorm raises up to eight figures from nearby water, each appearing in an empty space within 60 feet of the minchgorm. A simulacrum can take any shape of size Medium or smaller that the minchgorm desires, including that of a specific individual or object, but is always plainly made of water. The minchgorm can speak, cast spells, and use its senses through its simulacra, spending actions for a simulacrum on a one-for-one basis. By using a single action with the concentrate trait, the minchgorm can cause any number of simulacra to Fly, Step, Stride, or Swim up to 60 feet. A simulacrum uses the minchgorm's AC and saving throws and has 30 Hit Points. A minchgorm can have up to eight simulacra in existence at once.
- Simulacra dissolve immediately when more than 60 feet from the minchgorm, or if the minchgorm dies or falls unconscious. The minchgorm can dismiss any number of its simulacra as a free action.
- Name
- Watery Simulacra
Background
Lore
No lore provided.