Gohma (creature)
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 |
|
|
|
Gohma | |||||
Large monstrosity (gohma), chaotic evil Armor Class 18 (natural armor) Heart Points 44 (8d10) Speed 40 ft., climb 40 ft. | |||||
STR 17 (+3) |
DEX 13 (+1) |
CON 11 (+0) |
INT 4 (-3) |
WIS 12 (+1) |
CHA 10 (+0) |
Damage Immunities bludgeoning, piercing, slashing | |||||
Senses darkvision 120 ft., passive Perception 11 | |||||
Languages — | |||||
Challenge 5 (1,800 XP) | Proficiency Bonus +3 | ||||
Magic Resistance. The gohma has advantage on saving throws against spells and other magical effects.
Weak Point. A target strike which hits the gohma's eye ignores its damage resistance and immunity to piercing damage. | |||||
Actions Multiattack. The gohma makes two attacks. Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage, and if the target is a Large or smaller creature the gohma can move it up to 5 feet in any direction. Sting. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (2d6) poison damage, the target must succeed on a DC 12 Constitution save or be poisoned until the start of the gohma's next turn. Fire Bolt. Ranged Spell Attack: +5 to hit, range 120 ft., one target. Hit: 11 (2d10) fire damage. | |||||
Legendary Actions The gohma can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The gohma regains spent legendary actions at the start of its turn. Resist. The the gohma makes a saving throw or ability check against any and all effects which afford a roll to end them, such as a grapple or the paralyze spell. Withdraw. The gohma moves up to half its speed or rises from being prone. During this movement it cannot be targeted with attacks made as reactions. Attack (Costs 2 Actions). The gohma makes one attack. |
“ | “The super-huge crab that lives in the labyrinths. Its hard shell will repulse any attack. Attack its weak point with a special weapon.” |
— Manual of The Legend of Zelda |
This crab-like monster can be much as 10 feet across, and skittles sideways along dark cavernous floors on four to six spidery legs. Aside from a single eerily-human eye in the center of its face, the gohma's entire body is covered in chitinous armor harder than plate.
Dark Nest. Despite often being confused with a spider, the gohma can't produce webbing, and its sheer size makes burrows impractical. It nests in whatever dark crevices can hold its monstrous frame, which naturally draws it towards subterranean ruins and abandoned temples. A gohma is often the apex predator in its environment, and is more than capable of making prey of any hylians or even horses who wander too close to its dark lair.
Life Cycle. The full gohma life cycle starts with eggs, then gohma larva, then young gohma or magtail, and finally gohma itself. Adult gohma sometimes take on especially powerful forms as armogohma, fire gohma, or great gohma.
Brutal Loners. Few gohma age to maturity. Those which do often kill and consume their siblings for nutrition, increasing their chances of growth, and sacrificing the teamwork younger gohma tend to portray. It's uncommon to find even as many as two gohma working or living together for any length of time.
Environment: Caves, Ruins
Gohma | |||||
Large monstrosity (gohma), chaotic evil Armor Class 18 (natural armor) Heart Points 44 (8d10) Speed 40 ft., climb 40 ft. | |||||
STR 17 (+3) |
DEX 13 (+1) |
CON 11 (+0) |
INT 4 (-3) |
WIS 12 (+1) |
CHA 10 (+0) |
Damage Immunities bludgeoning, piercing, slashing | |||||
Senses darkvision 120 ft., passive Perception 11 | |||||
Languages — | |||||
Challenge 5 (1,800 XP) | Proficiency Bonus +3 | ||||
Magic Resistance. The gohma has advantage on saving throws against spells and other magical effects.
Weak Point. A target strike which hits the gohma's eye ignores its damage resistance and immunity to piercing damage. | |||||
Actions Multiattack. The gohma makes three attacks. Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage, and if the target is a Large or smaller creature the gohma can move it up to 5 feet in any direction. Sting. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (2d6) poison damage, the target must succeed on a DC 12 Constitution save or be poisoned until the start of the gohma's next turn. Fire Bolt. Ranged Spell Attack: +5 to hit, range 120 ft., one target. Hit: 11 (2d10) fire damage. |
“ | “The super-huge crab that lives in the labyrinths. Its hard shell will repulse any attack. Attack its weak point with a special weapon.” |
— Manual of The Legend of Zelda |
This stat block is better-suited to encounters with multiple monsters where one gohma isn't the focus. It can still be every bit as deadly.
Environment: Caves, Ruins
Queen Gohma | |||||
Large monstrosity (gohma), chaotic evil Armor Class 17 (natural armor) Heart Points 44 (8d10) Speed 40 ft., climb 40 ft. | |||||
STR 17 (+3) |
DEX 13 (+1) |
CON 11 (+0) |
INT 4 (-3) |
WIS 12 (+1) |
CHA 10 (+0) |
Damage Immunities bludgeoning, piercing, slashing | |||||
Senses darkvision 120 ft., passive Perception 11 | |||||
Languages — | |||||
Challenge 5 (1,800 XP) | Proficiency Bonus +3 | ||||
Magic Resistance. The gohma has advantage on saving throws against spells and other magical effects.
Weak Point. A target strike which hits the gohma's eye ignores its damage resistance and immunity, and suppresses its resistance and immunity completely until the end of the current turn. | |||||
Actions Multiattack. The gohma makes two attacks. Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage, and if the target is a Large or smaller creature the gohma can move it up to 5 feet in any direction. Sting. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (2d6) poison damage, the target must succeed on a DC 12 Constitution save or be poisoned until the start of the gohma's next turn. | |||||
Bonus Actions Birth (Recharge 5-6). The gohma produces 3 (1d4 + 1) larvae gohma, which can either appear in the gohma's space or adjacent to it. The gohma can elect for any of these to be the hatching larva variant. Each larva acts on its own initiative, which is determined when this action is used. | |||||
Legendary Actions The queen gohma can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The queen gohma regains spent legendary actions at the start of its turn. Resist. The the gohma makes a saving throw or ability check against any and all effects which afford a roll to end them, such as a grapple or the paralyze spell. Withdraw. The gohma moves up to half its speed or rises from being prone. During this movement it cannot be targeted with attacks made as reactions. Attack (Costs 2 Actions). The gohma makes one attack. |
“ | “It's one of the parasitic monsters inside the Deku Tree! Its eye is vulnerable when it's red!” |
— Navi the fairy, in Ocarina of Time |
The infamous queen gohma has less daunting armor or magical prowess compared to most gohma, but it has enhanced reproductive capability. It can even spawn larva gohma to defend it in the midst of battle.
Queen gohma are more common in forests or other areas of abundant easy prey, and at least one was infamously parasitic on an ancient tree. Some suggest any gohma can undergo a metamorphosis into this form if allowed to thrive.
Environment: Caves, Ruins
Related
- Larva gohma, the infantile stage of this creature
- Young gohma, the adolescent stage
- Fire gohma, a massive and formidable gohma offshoot that lives in molten rock—which itself is sometimes just called "gohma"
- Tektite, a high-jumping spider-like quadruped with a strikingly similar appearance to gohma
- Creatures
- Challenge 5 creatures
- Large-sized creatures
- Monstrosities
- Gohma
- Creatures of chaotic evil alignment
- Creatures with a climb speed
- Creatures not proficient in any skills
- Creatures without vulnerabilities
- Creatures without resistances
- Creatures without condition immunities
- Creatures without language
- Creatures resistant to bludgeoning damage
- Creatures resistant to piercing damage
- Creatures resistant to slashing damage
- Creatures with Multiattack
- Creatures with the Bite action
- Creatures with the Sting action
- Creatures with the Fire Bolt action
- Creatures with the Detect action
- Creatures with the Resist action
- Creatures with the Withdraw action
- Creatures with the Attack (Costs 2 Actions) action
- Pages with quotes
- Creatures found in caves
- Creatures with the Birth action