Monster I’d Like to Fight: Gormalith

Monster I'd Like to Fight: Gormalith

Gormaliths are a unique breed of fiend within the demon realm. Amidst the unending chaos, they bring a semblance of order with their discerning taste. These creatures resemble fleshy spheres with a single large mouth, surrounded by elastic skin capable of extending into various lengthy tentacles. A gormalith uses these appendages to propel itself forward in search of its next meal, its long tongue adept at selecting the perfect bite from a range of potential victims.

Born in the depths of the abyss in large numbers, gormaliths often engage in fierce competition with each other for sustenance. This upbringing leads them to employ their tentacles aggressively, knocking away rival creatures that seek to steal their prey while they voraciously devour it.

Encountering a gormalith can be a terrifying experience, as they swiftly advance towards their victims on their array of strange appendages with a gaping maw and extended tongue. Adventurers have been known to freeze in horror at the sight of a gormalith’s approach only to be consumed moments later.

Gormalith

Medium Fiend (Demon), Typically Chaotic Evil


Armor Class 14 (natural armor)

Hit Points 90 (12d8 + 36)

Speed 30 ft.

STRDEXCONINTWISCHA
19 (+4)11 (+0)17 (+3)7 (-2)12 (+1)8 (-1)

Damage Resistances cold, fire, lightning

Damage Immunities poison

Condition Immunities charmed, frightened, poisoned

Senses darkvision 60 ft., passive Perception 11

Languages understands Abyssal but can’t speak

Challenge 5 (1,800 XP)

Proficiency Bonus +3


Keen Taste. The gormalith has advantage on Wisdom (Perception) checks that rely on taste.

Magic Resistance. The gormalith has advantage on saving throws against spells and other magical effects.

Actions


Multiattack. The gormalith makes any combination of three Bite or Tentacle attacks. It can replace one of these attacks with Terrifying Gaze if available.

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage. If the target is a creature and the gormalith hasn’t hit the target with a Bite attack before, roll a d4. On a roll of 1, the gormalith prefers to Bite a creature other than the target. On a roll of 4, the gormalith prefers the target and it’s Bite attacks deal an additional 3 (1d6) piercing damage against the target.

Tentacle. 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 pushed up to 15 feet from the gormalith and have the prone condition.

Terrifying Gaze (Recharge 4–6). The gormalith targets one creature it can see within 120 feet of itself. The target must succeed on a DC 15 Wisdom saving throw or have the frightened condition for 1 minute. While frightened in this way, the target’s speed is reduced to 0. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Downloads

Further Reading

A party hunted by demons could also have a hound of the eternal chaos sent after them.

Re-flavor a creature into a demon with Monster Flavor: The Planes.

Imagery created with Midjourney.

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