Libris Monstrum: Light Gorger
The cleric backed away from the water, narrowly avoiding the crocodile, but it chased on breaking into a full sprint. The reptile-thing’s mouth opened wide a hundred fleshy tendrils lashing out at the cleric, and unyielding hunger for the divine burning in its eyes.
Huge monstrosity, chaotic evil
Armor Class. 14 (natural armor)
Hit Points. 180 (19d12+57)
Speed. 50 ft, swim 50 ft.
|21 (+5)||14 (+2)||17 (+3)||8 (-1)||10 (+0)||13 (+1)|
Skills. Perception +3, Stealth +5
Damage Resistances. Poison, necrotic; bludgeoning, piercing, and slashing from non-magical weapons
Damage Immunities. Radiant
Condition Immunities. Petrification
Senses. Darkvision 120 ft, passive Perception 13
Languages. Celestial, Deep Speech
Challenge. 8 (3,900 xp)
Hunter of the Divine. A light gorger has advantage on any perception checks made to detect the presence of divine or divinity-related things. This might include deities, celestials, fiends, clerics, paladins, and more (depending on your setting). In addition, it can sense the use of magic granted by a divine power or through divine blood up to 300 feet away, knowing its direction and relative distance.
Extraplanar Life. The light gorger is able to traverse many environments and does not suffer the effects of excessive cold or heat and does not need to breathe.
Multiattack. The light gorger makes three attacks: two with its claws and one with its tail.
Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 20 (3d10+5) slashing damage.
Tail. Melee Weapon Attack: +8 to hit, reach 10 ft., one creature not grabbed by the light gorger. Hit: 20 (3d10+5) bludgeoning damage and the target must make a DC 18 Strength save or be knocked prone.
Grasping Tendrils. Melee Weapon Attack: +10 to hit, reach 30 ft., one creature. Hit: 19 (4d8+5) bludgeoning damage and the target is grappled (Escape DC 18). While a target is grappled the tendrils may be pulled in, twisting violently as they do so. The grappled creature must make a DC 18 Strength save or take 11 (2d10) bludgeoning damage and be pulled 10 feet closer to the light gorger. Once pulled into the light gorger’s space, it may instead bite the creature for 29 (4d12+5) piercing damage.
In the deep dark void between the stars lives a countless number of alien beings and horrific monstrosities that defy nature. Their goals and morals, if they have any, are inscruciable to mortals but that does not mean all such creatures cannot be understood, to a point. The light gorger is a terrible thing that looks much like a normal crocodile but, in reality, as come from those spaces to hunt the divine.
These creatures lurk in rives, swamps, and lakes waiting and watching potential prey. Once they have uncovered a source of divine energy they might spend months stalking it to determine how far the hunt can go. A priest is an appetizer and a powerful cleric a snack, but a heroic paladin champion or even an angel? Those are the meals the light gorger desires.
In a fight the light gorger will not hesitate to use its unique anatomy to overcome foes and devour prey. Lunging from the water, a light gorger as longer limbs than a crocodile and can run as fast as it can swim, chasing down the swiftest prey. When necessary it will open is maw to reveal dozens of fleshy tendrils that lash out and grapple a victim, spinning corkscrews as they are realed in. If they remain conscious through the ordeal they still have to grasp with the dangerous serrated teeth of the thing while being caught up in those tendrils.
The design for this monster is rather simple. Two things inspired its actions and look. First is what the image above represents: the kaprosuchus. Specifically, the kaprosuchus from the Ark video game. When I first learned of the crocs in an evolutionary biology class, I thought the idea of crocs built for running were terrifyingly awesome. Finding them in Ark proved that they are more dangerous than a croc three times their size or even a spinosaurous. They are fast, not too big to get through your door, and will grab you and drag you off your boat.
The second comes from a creature in one of the 4th Edition monster manuals (I think) and I believe is was called a feymire crocodile. These were basically just big crocs with two tentacles that lashed out to pull in an unsuspecting adventurer. So, why not combine the two concepts for a bestial monstrosity whom serves the god-eating eldritch horror of one of my campaigns?
That’s pretty much what I did. This thing uses the giant crocodile as a template but kicks it up to a higher level. I gave it higher running speed and a lot of damage. I worked the classic death roll of a crocodile into the tendril attack by having it spin an deal bludgeoning damage. Overall the concept is pretty simple, but you really don’t need much to make a terrifying eldritch horror. Oh and its passives just allow it to act out its intended narrative purpose a bit easier. Perhaps one hunts the party cleric all the way to the vaccum of space (if you play that kind of campaign).
Let me know what you think and how this monster works out for you. If you really enjoy my work, consider dropping over to Patreon and supporting my efforts, it is much appreciated!