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Minchgorm

Creature 18 (rare) — amphibious, fey, water

Pre-Remaster content. May include legacy alignment.

Source: agents-of-edgewatch-bestiary (Pre-Remaster)

Perception +30
Skills athletics +34, intimidation +34, performance +36
Str
+8
Dex
+0
Con
+6
Int
+5
Wis
+2
Cha
+8
AC 42 Fort +30 Ref +27 Will +33
HP 440
Resistances fire 15
Weaknesses cold-iron 15
Speed 5 feet, swim 20 feet

Offense

Melee Jaws +37, Damage 3d10+16 piercing

Abilities

Fast Swallow
Riptide (primal, water) — Tentacles of water rise up and attempt to Grapple all enemies within 15 feet of the minchgorm. The minchgorm attempts an Athletics check against the Fortitude DC of each creature in the area. On a success, the creature is Grabbed (). On a critical success, or a success against a creature that is already grabbed, the target begins to drown.
Swallow Whole (attack) — Large, 3d10+16 bludgeoning, Rupture 36 Swallow Whole
Watery Simulacra (concentrate, primal, water) — The minchgorm raises up to eight figures from nearby water, each appearing in an empty space within 60 feet of the minchgorm. A simulacrum can take any shape of size Medium or smaller that the minchgorm desires, including that of a specific individual or object, but is always plainly made of water. The minchgorm can speak, cast spells, and use its senses through its simulacra, spending actions for a simulacrum on a one-for-one basis. By using a single action with the concentrate trait, the minchgorm can cause any number of simulacra to Fly, Step, Stride, or Swim up to 60 feet. A simulacrum uses the minchgorm's AC and saving throws and has 30 Hit Points. A minchgorm can have up to eight simulacra in existence at once. Simulacra dissolve immediately when more than 60 feet from the minchgorm, or if the minchgorm dies or falls unconscious. The minchgorm can dismiss any number of its simulacra as a free action.
Improved Grab — Improved Grab

Spells

Control Water (rank 5)
Tongues (Constant) (rank 5)
Hydraulic Torrent (rank 4)

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