Macra the Desert Lurker
Macra the Desert Luker is a huge, insect-like creature known as a Terreocti. It is as tall as three men. Terreocti have 8 limbs with claws on the top 2 and spike-like protrusions on the remaining 6. Its head is small and mostly taken up by its huge, singular, reflective eye. Terreocti have several sack-like stomachs on the front of their body. When a stomach becomes full, it tears away from the body and falls to the ground. Instead of wings, Terreocti have segments on their back that they can flap like wings. These segments are used to blow away sand, producing small sandstorms.
Terreocti are ambush hunters, lying in wait under the sands until potential prey comes walking by. To catch its prey, a Terreocti will hide beneath the sand and listens to vibrations in the sand caused by movement. Because of this, their eyesight is quite poor. A faint trickling of sand is usually all the warning they give before springing into an attack. The beasts may stalk their prey for days, waiting until the unforgiving deserts they live in have drained the energy of their victims.
Traits
- Natural Hunter: Macra has advantage on ability checks that involve spotting or tracking a creature.
- Resilient: Macra has advantage on Constitution saving throws.
- Stomach Sacks: The sacks hanging from Macra's body are its stomachs. If Macra takes 15 or more damage on a single round from weapon attacks, there is a 20% that one of its stomach sacks will burst. If the sack is full, this creates a 5 ft. pool of acid around Macra, dealing 4d6 acid damage to any creature in range. Macra has a total of 8 stomach sack of which 1d8 are filled with a minimum of 2.
- Multiattack: Macra can make 2 actions on its turn. Unless it takes an action to create a sandstorm.
Actions
- Multiattack: Macra can make 3 attacks on its turn. two with its claws and one with his bite. One of these attacks can be replaced with a Rear Slam
- Claw: Melee Weapon Attack: +9 to hit, reach 5 ft., 1 target. Hit: 18 (4d6 + 4) slashing damage.
- Bite: Melee Weapon Attack: +7 to hit, reach 5 ft., 1 target. Hit: 13 (2d8 + 4) piercing damage plus 4d6 acid damage.
- Rear Slam: Macra strikes a 15 ft. wide area directly in front of it with its backside. Affected creatures must succeed on a DC 19 Strength saving throw or take 14 (3d6 +4) bludgeoning damage and be knocked back 10 ft. On a successful safe, a creature takes half damage and is not knocked back.
- Acid Spray: Macra spits acid in a 20 ft. cone, emptying one of its stomachs. Each creature in that line must succeed on a DC 16 Dexterity saving throw or take 6d6 acid damage and become covered in acid. on a successful save, a creature only takes half damage and is not covered in acid. Creatures remain covered in acid for 1d4 +4 turns, taking 1d6 Acid damage at the start of their turn unless the acid is washed off. Cooldown: 3 turns.
- Sandstorm: Macra rapidly flaps the segments on his back, producing a short sandstorm in a 120 ft. circle around it. Creatures that rely on sight, sound, or smell to perceive have their sight reduced to 10 ft. Additionally, they have disadvantage on Dexterity saving throws, attack rolls, and perception checks. Macra can continue producing the storm for 1 minute, however, when it is hit it must make a Concentration roll to maintain the storm. The storm disappears one turn after Marca stops producing it. Afterward, the ability is on cooldown for half the number of turns Macra spent upholding it.
Legendary Actions
Macra can take two legendary actions each round.- Claw (1 action)
- Burrow (2 actions): Macra digs underground, becoming untargetable while underground. On its next turn, Macra can spend a bonus action to raise itself out of the ground a distance away equal to its movement speed. If doing this on a tile occupied by a creature, the creature must succeed on a DC 16 Dexterity saving throw or get hit by a Bite attack. When hit, the creature is also slung up in the air, landing on a tile adjacent to Macra, suffering 2d8 bludgeoning damage and falling prone. Burrowing does not provoke attacks of opportunity when a sandstorm is present.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
18 (+4) | 16 (+3) | 20 (+5) | 7 (-2) | 15 (+2) | 3 (-4) |
Armor Class: 17
Hit Points: 355
Speed: 30 ft.
Proficiency: +4 Saving Throws: CON +9 , WIS +6
Skills: Stealth +7, Survival +6, Perception +10
Damage vulnerabilities: Cold, Thunder
Damage Resistance: Lightning; non-magical Piercing, Slashing, Bludgeoning
Damage Immunities: Poison, Acid
Condition Immunities: Charmed, Frightened, Prone
Senses: darkvision 20 ft., tremorsense 500 ft.
Languages: -
Challenge: 16 (15000xp)
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