Tettrak

When a Tarrasque wakes it isn't alone. A few small pests have grown to infest its hide and have adapted themselves to its cycle of destruction. Able to hibernate for months or years at a time the Tettrak are often the first indications of the presence a Tarrasque.


As they don't hibernate quite as long as the Tarrasque itself they tend infest the surrounding area, slowly growing in number, and when it seems like every cave and building has its own colony of Tettrak the awakening of the Tarrasque is nigh.


Tettrak's preferred environment is a warm, moist cavern preferably with a body of water. Additionally they tend to live is clusters of 3 to 7 and will split when they become to crowded in an area, with the youngest members heading off to infest their own cave. If a cave is large enough it can be infested with multiple distinct clusters of Tettrak. These clusters become more dense closer to the resting place of the Tarrasque.



Tettrak

Small Aberration, unaligned


  • Armor Class 15
  • Hit Points 16 (4d6)
  • Speed 20 ft., Climb 30 ft., Swim 20 ft.

STR DEX CON INT WIS CHA
8 (-1) 20 (+5) 10 (+0) 5 (-3) 10 (0) 12 (+1)

  • Skills acrobatics +7, preception +2, stealth +7
  • Senses darkvision 60 ft., passsive Perception 12
  • Languages -
  • Challenge 2 (450 XP)

Gut Sack. The Tettrak can attached its esophagus to a hard surface through suction and a sticky ooze and will hang this way while hibernating and digesting. The Gut Sack has an AC of 10 and 6 (1d6) hit points. When the Gut Sack is destroyed the Tettrak is Stunned for 1 round and no longer benefits from it's Separated from Life ability.

Separated from Life. When it detects prey, as an Action, it will open its jaws wide and drop down leaving its organs hanging in a sack-like organ. For 1 minute, while it has no organs, it cannot be reduced to less then 1 hit point. If 1 minute passes the Tettrak must return to its Gut Sack by the end of its turn or instantly dies.

Actions

Claw Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit 8 (1d6+5).

Leap The Tettrak jumps up to 20 ft. and can make a Claw attack.