Difference between revisions of "Great Mothula (creature)"
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|subtype=mothula | |subtype=mothula | ||
|alignment=CE | |alignment=CE | ||
− | |challenge= | + | |challenge=7 |
|acr=mothula | |acr=mothula | ||
|str=16 | |str=16 | ||
− | |dex= | + | |dex=17 |
− | |con= | + | |con=17 |
|int=11 | |int=11 | ||
− | |wis= | + | |wis=14 |
|cha=9 | |cha=9 | ||
− | |hd= | + | |hd=13 |
− | |speed= | + | |speed=30 |
− | |climb= | + | |climb=30 |
− | |fly= | + | |fly=50 |
|hover=yes | |hover=yes | ||
− | |ac= | + | |ac=15 |
|armortype=natural armor | |armortype=natural armor | ||
+ | |strsave=yes | ||
+ | |chasave=yes | ||
|weak={{CV|fire}} | |weak={{CV|fire}} | ||
|immunedamage={{CI|falling}} | |immunedamage={{CI|falling}} | ||
− | | | + | |forest=yes |
− | | | + | |swamp=yes |
− | + | |senses={{BL|darkvision}} 120 feet | |
− | |||
− | |senses={{BL|darkvision}} 120 | ||
|traits= | |traits= | ||
{{CT|Evasion|name=mothula}} | {{CT|Evasion|name=mothula}} | ||
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{{CT|Flyby|name=mothula}} | {{CT|Flyby|name=mothula}} | ||
− | + | |multiaction=3 | |
|actions= | |actions= | ||
− | {{CA| | + | {{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| | + | {{CA|Bite|''Melee Weapon Attack:'' +6 to hit, reach 5 ft., one target. ''Hit:'' 9 (1d12 + 3) slashing damage plus 7 (2d6) fire damage.}} |
− | {{CA| | + | {{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| | + | {{CA|Combo|cost=2|After the mothula hits with an attack roll, it uses the same attack on a new target.}} |
− | |||
− | {{CA| | + | {{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—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—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. | ||
− | {{ | + | {{LairActions|name=mothula |
− | + | |*'''''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. | |
− | + | *'''''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}} |
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==Related pages== | ==Related pages== | ||
<div class="externalimage-holder" style="float:right; max-width: 100px;">https://www.zeldadungeon.net/wiki/images/f/fd/Mothula-ALTTP-Sprite.png<br/>[https://www.zeldadungeon.net/wiki/File:Mothula-ALTTP-Sprite.png <small>Source</small>]</div> | <div class="externalimage-holder" style="float:right; max-width: 100px;">https://www.zeldadungeon.net/wiki/images/f/fd/Mothula-ALTTP-Sprite.png<br/>[https://www.zeldadungeon.net/wiki/File:Mothula-ALTTP-Sprite.png <small>Source</small>]</div> | ||
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− | {{Source|A Link to the Past}}</noinclude> | + | {{Source|A Link to the Past|Oracle of Seasons|Spirit Tracks}}</noinclude> |
Latest revision as of 10:28, 21 July 2022
Please download an offline copy of any page you may need. "Alt+Shift+P" can be used to make a printable PDF of any page. See also archives. | ||
Player's Guide |
System Reference |
Compendium |
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Great Mothula | |||||
Huge monstrosity (mothula), chaotic evil Armor Class 15 (natural armor) Heart Points 123 (13d12 + 39) Speed 30 ft., climb 30 ft., fly 50 ft. | |||||
STR 16 (+3) |
DEX 17 (+3) |
CON 17 (+3) |
INT 11 (+0) |
WIS 14 (+2) |
CHA 9 (-1) |
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 | |||||
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: 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
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.
Related pages
- The five majora stages of a mothula's life cycle each have their own page and challenge rating: morth (0), moth (1⁄8), wingless mothula (2), mothula (3), and great mothula (7)
- Swarm of morths
- Swarm of moths
- Red bubble
- Fire gohma
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.
- Variant creatures
- Creatures
- Challenge 7 creatures
- Huge-sized creatures
- Monstrosities
- Mothula
- Creatures of chaotic evil alignment
- Creatures with a climb speed
- Creatures with a fly speed
- Creatures not proficient in any skills
- Creatures without resistances
- Creatures without condition immunities
- Creatures without language
- Creatures with a fire vulnerability
- Creatures immune to falling damage
- Creatures with the Spawn action
- Creatures with the Bite action
- Creatures with the Fire Bolt action
- Creatures with the Boss Resistance action
- Creatures with the Combo action
- Creatures with the Ignite action
- Creatures found in forests
- Creatures found in wetland
- Content originating from A Link to the Past
- Content originating from Oracle of Seasons
- Content originating from Spirit Tracks