Great Mothula (5e Creature)
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Huge monstrosity, neutral evil
Saving Throws Str +6, Dex +7, Wis +6
Evasion. When the mothula is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
Flyby. The mothula doesn't provoke an opportunity attack when it flies out of an enemy's reach.
Innate Spellcasting. The mothula's innate spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). The mothula can innately cast the following spells, requiring no material components:
Legendary Resistance. If the mothula fails a saving throw, it can choose to succeed instead.
Multiattack. The mothula makes one bite attack and one slam attack, then casts scorching ray.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (3d6 + 2) piercing damage plus 3 (1d6) poison damage.
The mothula 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 mothula regains spent legendary actions at the start of its turn.
This monstrosity is the result of the rare and exceptional mothula that has thrived and matured over decades or centuries. Despite being the size of a wagon, it flies effortlessly on fluttering wings. It is a formidable foe, and can routinely hunt down or entrap humanoids with devious designs and even spellcasting. There are legends of these creatures forming elaborate lairs filled with convoluted traps that ensnare prey on their behalf, and leave the corpses available for the mothula to feed on at its leisure.
- Mothula, a younger, smaller, and less powerful form of this creature with only beast-like intelligence
- Morth, the Tiny larval form of mothula, virtually devoid of combat capabilities