Moon-Miser (5e Creature)

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Huge aberration, unaligned

Armor Class 15 (natural armor)
Hit Points 126 (11d12 + 55)
Speed 45 ft., climb 45 ft.

22 (+6) 14 (+2) 21 (+5) 3 (-4) 13 (+1) 8 (-1)

Saving Throws Strength +8, Constitution +6
Skills Perception +5
Damage Resistances poison
Senses blindsight 30 ft., passive Perception 15
Challenge 9 (5,000 XP)

Amphibious. The moon-miser can breathe air and water.

Illumination. The moon-miser sheds bright light in a 60 foot radius and dim light for an additional 60 feet.

Keen Smell. The moon-miser has advantage on Wisdom (Perception) checks that rely on smell.

Spider Climb. The moon-miser can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Sure-footed. The moon-miser has advantage on Strength and Strength saving throws made against effects that would knock it prone.

Pounce. If the moon-miser moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 15 Strength saving throw or be knocked prone. If the target is prone, the moon-miser can make one bite against it as a bonus action.


Multiattack. The moon-miser makes four attacks: one with its bite, two with its claws, and one with its ram. It can replace its bite attack with its Spit.

Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 11 (2d8 + 2) piercing damage, and the target must make a DC 12 Constitution saving throw, taking 7 (2d6) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is stunned while poisoned in this way.

Claw. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 10 (2d6 + 3) slashing damage, and the target is grappled (escape DC 16). The moon-miser has two claws, each of which can grapple only one target.

Spit (Recharge 5-6). The moon-miser spits a substance towards a target within 40 feet of it, which must make a DC 15 Dexterity saving throw to avoid being hit and affected as such:

Acidic Mucus. The target takes 4 (1d6 + 1) acid damage immediately and again at the start of each of its turns for 1 minute.

Healing Slime. The target regains 4 (1d8) hit points. The target can intentionally fail the saving throw to avoid this effect.

Moon-Milk. If the target is a humanoid or beast, it must succeed on a DC 19 Wisdom saving throw or become charmed by whatever object or creature it is looking at. The target falls in love with the thing which it is charmed by, and will attempt to acquire and protect it to the best of its ability. The charmed target can repeat the saving throw every time it completes a long rest, ending the effect after three successful saves.

Poison Goo. The target makes a DC 12 Constitution saving throw, taking 14 (4d6) poison damage and becoming poisoned on a failed save, or taking half as much damage and not becoming poisoned on a success. While poisoned this way, a creature repeats the save at the start of each of its turns, taking 7 (2d6) poison damage on a failed save. The effect ends after three successful saves or when someone takes an action to wash off the goo.

Burning Froth. The target takes 6 (2d4 + 1) fire damage and is restrained until the end of its next turn.

A bizarre insectoid thing, with a glistening carapace the color of smoked sapphires and far too many legs. Moon-misers reside underground, most commonly on the roofs of extremely large caverns where their size and powerful glow earn them the nickname "false stars". They were engineered by the flukes of Axile to serve as battle-mounts for rubbery men, as well as to produce a staggering amount and variety of substances. When a moon-miser molts, its shed exoskeleton falls to the cavern floor as glim, a strange, faintly glowing purple crystal which is prized for use in jewelry.
The largest moon-misers are colossal, large enough to be mistaken for a mountain-sized stalactite, and known as moon-mothers. Starved men are sometimes known carve out passages into these creatures, living within and using the amber they produce as fuel for their shapeling arts. For a new miser to be born, its relatives must align in certain arrangements, or constellations, and its moon-mother must sing the song of birthing. This rarely occurs more than once a decade, and any intelligent creatures which share their underground homes with moon-misers should be vigilant for these signs: they are portents of even greater hunger and ferocity from the misers as they try to feed their mother and maturing sibling.
According to some, the patterns of migrating and wandering misers form constellations which can predict the future, a sort of entomological astrology.

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