Difference between revisions of "Great Mothula (creature)"

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(added lair actions)
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|subtype=mothula
 
|subtype=mothula
 
|alignment=CE
 
|alignment=CE
|challenge=13
+
|challenge=7
 
|acr=mothula
 
|acr=mothula
 
|str=16
 
|str=16
|dex=18
+
|dex=17
|con=18
+
|con=17
 
|int=11
 
|int=11
|wis=16
+
|wis=14
 
|cha=9
 
|cha=9
|hd=20
+
|hd=13
|speed=40
+
|speed=30
|climb=40
+
|climb=30
|fly=60
+
|fly=50
 
|hover=yes
 
|hover=yes
|ac=16
+
|ac=15
 
|armortype=natural armor
 
|armortype=natural armor
 +
|strsave=yes
 +
|chasave=yes
 
|weak={{CV|fire}}
 
|weak={{CV|fire}}
 
|immunedamage={{CI|falling}}
 
|immunedamage={{CI|falling}}
|dungeons=yes
+
|forest=yes
|forests=yes
+
|swamp=yes
|jungles=yes
+
|senses={{BL|darkvision}} 120 feet
|wetlands=yes
 
|senses={{BL|darkvision}} 120 ft.
 
 
|traits=
 
|traits=
 
{{CT|Evasion|name=mothula}}
 
{{CT|Evasion|name=mothula}}
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{{CT|Flyby|name=mothula}}
 
{{CT|Flyby|name=mothula}}
  
{{CT|Legendary Resistance|name=mothula|variable=3}}
+
|multiaction=3
 
 
 
|actions=
 
|actions=
{{CA|Multiattack|The mothula either makes two slams then bites, or make three {{BL|Fire Bolt (spell)|''fire bolt''}} attacks.}} <!--63 dmg, +8 hit or 66, +8 hit-->
+
{{CA|Spawn|recharge=Recharge 5-6|The mothula spawns a {{BL|Swarm of Morths (creature)|swarm of morths}}, a {{BL|Swarm of Moths (creature)|swarm of moths}}, or a {{BL|Red Bubble (creature)|red bubble}} into any space within 30 feet of it. Any creature in the space must make a DC 14 Dexterity saving throw, taking 19 (3d12) damage on a failed save, or half as much on a success. The damage type depends on the creature spawned: piercing for {{BL|Swarm of Morths (creature)|morths}}, poison for {{BL|Swarm of Moths (creature)|moths}}, and fire for a {{BL|Red Bubble (creature)|red bubble}}.}}
 
 
{{CA|Slam|''Melee Weapon Attack:'' +8 to hit, reach 5 ft., one target.  ''Hit:'' 22 (3d12 + 3) bludgeoning damage, and if the target is a Large or smaller creature it is either knocked {{BL|prone}} or pushed 5 feet away.}}
 
 
 
{{CA|Bite|''Melee Weapon Attack:'' +8 to hit, reach 5 ft., one target.  ''Hit:'' 19 (3d10 + 3) piercing damage.}}
 
  
{{CA|Fire Bolt|''Ranged Spell Attack:'' +8 to hit, range 120 ft., one target.  ''Hit:'' 22 (4d10) fire damage.}}
+
{{CA|Bite|''Melee Weapon Attack:'' +6 to hit, reach 5 ft., one target.  ''Hit:'' 9 (1d12 + 3) slashing damage plus 7 (2d6) fire damage.}}
|legendaryactions={{CA|Shift|The mothula flies up to 20 feet.}}
 
  
{{CA|Squirm|The mothula uses its action to end the {{BL|ignited}} condition or uses an action to attempt to escape a {{BL|grappled|grapple}} or other effect which normally requires an action.}}
+
{{CA|Fire Bolt|''Ranged Spell Attack:'' +5 to hit, range 120 ft., one target.  ''Hit:'' 16 (3d10) fire damage.}}
 +
|bossreactions=
 +
{{CA|Boss Resistance|day=3|variable=30|name=mothula}}
  
{{CA|Spawn (Recharge 5-6)|The mothula spews a {{BL|Swarm of Morths (creature)|swarm of morths}}, a {{BL|Swarm of Moths (creature)|swarm of moths}}, or a {{BL|Red Bubble (creature)|red bubble}} into any open space within 10 feet of it.}}
+
{{CA|Combo|cost=2|After the mothula hits with an attack roll, it uses the same attack on a new target.}}
  
{{CA|Slam (Costs 2 Actions)|The mothula makes one slam attack.}}
+
{{CA|Ignite|After the mothula hits a creature with an attack roll that deals fire damage, the target must succeed on a DC 14 Dexterity {{BL|saving throw}} or become {{BL|ignited}}.}}
|description=As a {{C|Mothula}} grows and adapts over years and years, it grows a sadistic intelligence.  Drawn from sources unknown, it gains mastery over some aspects of magic, and can even sling out bolts of flame.  They say some of them can even teleport at will.{{a}}'''''Cruel Rivalry.''''' If a mothula grows too powerful, it will even lash out at rival mothulas in the area&mdash;this might be why they almost universally wield fire magic, to exploit their kind's own weakness to flame.  When left unchecked, this can cause an overpowered mothula to hunt and eventually grow extinct all other mothulas in its area.  The only ones which might be allowed to live, in these cases, are the weak {{C|Moth}}s and {{C|Morth}}s which serve as helpless underlings.{{a}}'''''Labyrinthine Nest.''''' The insect-like intelligence of a mighty mothula often causes it to fasten an incredibly defensed nest, often deep within swamplands or dungeons that almost no creatures can reach.  There are even legends of mothulas so brilliant that they create entire labyrinths filled with traps to guard their next&mdash;traps which ensnare or kill prey to be devoured at the mothula's leisure, or shred any would-be adversary which grows too close to the nest.
+
|description=As a {{C|Mothula}} grows and adapts over years and years, it grows a sadistic intelligence.  Drawn from sources unknown, it gains mastery over some aspects of magic, and can even sling out bolts of flame.  They say some of them can even teleport at will.{{a}}'''''Cruel Rivalry.''''' If a mothula grows too powerful, it will even lash out at rival mothulas in the area&mdash;this might be why they almost universally wield fire magic, to exploit their kind's own weakness to flame.  When left unchecked, this can cause an overpowered mothula to hunt and eventually extinct all other mothulas in its area.  The only ones which might be allowed to live, in these cases, are the weak {{C|Moth}}s and {{C|Morth}}s which serve as helpless underlings.{{a}}'''''Labyrinthine Nest.''''' The insect-like intelligence of a great mothula often causes it to fasten an incredibly defensed nest, often deep within swamplands or dungeons that almost no creatures can reach.  There are even legends of mothulas so brilliant that they create entire labyrinths filled with traps to guard their nest&mdash;traps which ensnare or kill prey to be devoured at the mothula's leisure, or shred any would-be adversary which grows too close to the nest.
<!--
+
==Great Mothula's Lair==
13 CR
 
  14 Off: 88 dmg, +8 hit
 
  12 Def: 247 hp (210*0.75 + 90), 16 ac
 
-->
 
}}
 
==A Great Mothula's Lair==
 
 
A great mothula's lair is a disturbing mixture of mystical marshlands and mechanical traps.  It nests underground in caves or ruins, and its presence makes nearby weather perpetually foul.
 
A great mothula's lair is a disturbing mixture of mystical marshlands and mechanical traps.  It nests underground in caves or ruins, and its presence makes nearby weather perpetually foul.
  
 
{{LairActions|name=mothula
 
{{LairActions|name=mothula
|*'''''Shift Ground.''''' The floor in the lair rapidly shifts, ground shifting in random directions.  Until the next lair action, the ground in a 120-foot radius becomes [[difficult terrain]].  Each creature that starts its turn on the ground is pulled 5 feet in a random direction (roll a d8).  If pulled away from the mothula, this movement provokes an [[opportunity attack]].
+
|*'''''Blade Trap.''''' Blade traps form and fling across the ground.  Every creature on the ground within 120 feet of the mothula must succeed on a DC 12 {{dex}} [[saving throw]] or take 5 (2d4) piercing damage and fall [[prone]].  A creature with reduced movement has [[disadvantage]] on this save.
*'''''Spike Trap.''''' Spike-covered trips fling across the ground.  Every creature on the ground within 120 feet of it must succeed on a DC 12 {{dex}} [[saving throw]] or take 5 (2d4) piercing damage.  A creature with reduced movement has [[disadvantage]] on this save.
 
 
*'''''Morth Rain.''''' Swarms of {{C|Morth}}s drop from the ceiling or overhanging trees.  Every humanoid and beast within 120 feet must succeed on a DC 12 {{dex}} [[saving throw]] or have its speed halved until it either takes damage or uses an action to remove the morth from itself.  The morths which fail to latch on die from the fall.}}
 
*'''''Morth Rain.''''' Swarms of {{C|Morth}}s drop from the ceiling or overhanging trees.  Every humanoid and beast within 120 feet must succeed on a DC 12 {{dex}} [[saving throw]] or have its speed halved until it either takes damage or uses an action to remove the morth from itself.  The morths which fail to latch on die from the fall.}}
 +
*'''''Shift Ground.''''' The floor in the lair rapidly shifts, ground shifting in random directions.  Until the next lair action, the ground in a 120-foot radius of the mothula becomes [[difficult terrain]].  Each creature that starts its turn on the ground is pulled 10 feet in a random direction (roll a d8).
 +
}}
 +
 
<noinclude>{{clear}}
 
<noinclude>{{clear}}
 
==Related pages==
 
==Related pages==
Line 82: Line 74:
  
 
{{clear}}
 
{{clear}}
{{Source|A Link to the Past}}</noinclude>
+
{{Source|A Link to the Past|Oracle of Seasons|Spirit Tracks}}</noinclude>

Latest revision as of 11:28, 21 July 2022

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←  #216: Moth
Bestiary
 Mothula 
#218: Mountain Goat  →
Great Mothula
Huge monstrosity (mothula), chaotic evil
Divider.png
Armor Class 15 (natural armor)
Heart Points 123 (13d12 + 39)
Speed 30 ft., climb 30 ft., fly 50 ft.
Divider.png
STR
16 (+3)
DEX
17 (+3)
CON
17 (+3)
INT
11 (+0)
WIS
14 (+2)
CHA
9 (-1)
Divider.png
Saving Throws Str +6, Cha +2
Damage Vulnerabilities fire
Damage Immunities falling
Senses darkvision 120 feet, passive Perception 12
Languages
Challenge 7 (2,900 XP) Proficiency Bonus +3    
Challenge Alternatives 0, 1/8, 2, 3, 7
Divider.png
Evasion. When the mothula is subjected to an effect that allows a Dexterity saving throw to take only half damage, it instead takes no damage on a success, and only half damage if it fails.

Flyby. While it is flying, the mothula's movement doesn't provoke reactions.


Actions (3 per turn)

Spawn (Recharge 5-6). The mothula spawns a swarm of morths, a swarm of moths, or a red bubble into any space within 30 feet of it. Any creature in the space must make a DC 14 Dexterity saving throw, taking 19 (3d12) damage on a failed save, or half as much on a success. The damage type depends on the creature spawned: piercing for morths, poison for moths, and fire for a red bubble.

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (1d12 + 3) slashing damage plus 7 (2d6) fire damage.

Fire Bolt. Ranged Spell Attack: +5 to hit, range 120 ft., one target. Hit: 16 (3d10) fire damage.


Boss Mode

While the great mothula has a Challenge rating higher than any other monster in combat, its heart points are doubled, and it has advantage on initiative checks. It can also take 3 boss reactions each round, replacing its normal 1 reaction per round. The boss great mothula can use a boss reaction to Escape, Maneuver, Search, use any of its normal reactions, or do any of the following:

Boss Resistance (3/Day). When the mothula would fail a saving throw, it can choose to lose 30 heart points and succeed on the save instead.

Combo (Costs 2 Reactions). After the mothula hits with an attack roll, it uses the same attack on a new target.

Ignite. After the mothula hits a creature with an attack roll that deals fire damage, the target must succeed on a DC 14 Dexterity saving throw or become ignited.

As a mothula grows and adapts over years and years, it grows a sadistic intelligence. Drawn from sources unknown, it gains mastery over some aspects of magic, and can even sling out bolts of flame. They say some of them can even teleport at will.
     Cruel Rivalry. If a mothula grows too powerful, it will even lash out at rival mothulas in the area—this might be why they almost universally wield fire magic, to exploit their kind's own weakness to flame. When left unchecked, this can cause an overpowered mothula to hunt and eventually extinct all other mothulas in its area. The only ones which might be allowed to live, in these cases, are the weak moths and morths which serve as helpless underlings.
     Labyrinthine Nest. The insect-like intelligence of a great mothula often causes it to fasten an incredibly defensed nest, often deep within swamplands or dungeons that almost no creatures can reach. There are even legends of mothulas so brilliant that they create entire labyrinths filled with traps to guard their nest—traps which ensnare or kill prey to be devoured at the mothula's leisure, or shred any would-be adversary which grows too close to the nest.

Great Mothula's Lair

A great mothula's lair is a disturbing mixture of mystical marshlands and mechanical traps. It nests underground in caves or ruins, and its presence makes nearby weather perpetually foul.

Lair Actions

When fighting inside its lair, the mothula can invoke the ambient magic to take lair actions. On initiative count 20 (losing initiative ties), the mothula takes one of the following lair actions.:

  • Blade Trap. Blade traps form and fling across the ground. Every creature on the ground within 120 feet of the mothula must succeed on a DC 12 Dexterity saving throw or take 5 (2d4) piercing damage and fall prone. A creature with reduced movement has disadvantage on this save.
  • Morth Rain. Swarms of morths drop from the ceiling or overhanging trees. Every humanoid and beast within 120 feet must succeed on a DC 12 Dexterity saving throw or have its speed halved until it either takes damage or uses an action to remove the morth from itself. The morths which fail to latch on die from the fall.
  • Shift Ground. The floor in the lair rapidly shifts, ground shifting in random directions. Until the next lair action, the ground in a 120-foot radius of the mothula becomes difficult terrain. Each creature that starts its turn on the ground is pulled 10 feet in a random direction (roll a d8).
         Environment: Forest, Swamp

34zvOHQ.jpg
The Legend of Zelda: Boss Fight - Mothula
by BradyGoldsmith of DeviantArt

This artwork is used without the explicit permission of its creator, and will be removed at request.

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The material on this page is based primarily on content found in A Link to the Past, Oracle of Seasons, and Spirit Tracks, which are all copyright Nintendo Co., Ltd.