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 monstrosity, unaligned


  • Armor Class 15
  • Hit Points 14 (4d6)
  • Speed 25 ft., Climb 25 ft., Swim 25 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
  • Damage Immunities Poison
  • Damage Resistances fire; bludgeoning, piercing, and slashing from nonmagical weapons
  • Condition Immunities Poisoned
  • Senses darkvision 60 ft., passsive Perception 12
  • Languages -
  • Challenge 2 (450 XP)

Running Leap As part of its movement and after a 10-foot running start, the Tettrak can long jump up to 25 feet.

Separated from Life. Over the course of a minute a Tettrak can attach its esophagus to a hard surface through suction and a sticky ooze. It will hang from this point when hibernating. When it detects prey, as an Action, it will open its jaws wide and drop down leaving behind its organs in a Gut Sack. For 1 minute, while it has no organs, it cannot be reduced to less then 1 hit point. If the minute passes the Tettrak must return and use its action to swallow its Gut Sack or it instantly dies.

Gut Sack. The Gut Sack has an AC of 10 and 3(1d6) hit points. When the Gut Sack is destroyed, the Tettrak is stunned until the end of its next turn and no longer benefits from its Separated from Life trait.

Actions

Claw. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit 8 (1d6+5) slashing damage and 2(1d4) poison damage.