Monster Dossier

Minchgorm

Minchgorm is a fantasy monster entry from source AoE5.

Level 18

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.