Mawmouth

Mawmouths are hideous creatures whose bodies are made of the rotting and partially-digested remains of the creatures it devours. It is unknown where mawmouths originated from or how they were created, but no limit has been found for their hunger or ability to consume. Evidence has been found of the largest mawmouths having devoured entire ancient dragons.

“If you have a choice between being killed by a mawmouth or being killed by something else. Take the something else.”

– Volothamp Geddarm

Mawmouth

Gargantuan aberration, chaotic evil


Armor Class 10
Hit Points 875 (50d20 + 350)
Speed 15 ft., climb 15 ft., swim 15 ft.


STR DEX CON INT WIS CHA
22 (+6) 10 (+0) 25 (+7) 10 (+0) 14 (+2) 4 (-3)

Saving Throws Str +15, Con +16, Wis +11
Skills Insight +11, Intimidation +6
Damage Resistances acid, cold, fire, lightning, radiant
Damage Immunities force, necrotic, poison, psychic, thunder; bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, grappled, poisoned, prone, restrained
Senses darkvision 120 ft., tremorsense 60 ft., passive Perception 12
Languages understands all languagess of each creature its consumed but cannot speak
Challenge 30 (155,000 XP)


Hideous Vulnerability. The mawmouth loses immunity to nonmagical attack damage made by an engulfed creature. The mawmouth is vulnerable to magical attack damage made by an engulfed creature.

Inscrutable. The mawmouth is immune to any effect that would sense its emotions or read its thoughts, as well as any divination spell that it refuses. Wisdom (Insight) checks made to ascertain the mawmouth’s intentions or sincerity have disadvantage.

Legendary Resistance (3/day). If the mawmouth fails a saving throw, it can choose to succeed instead.

Ooze-like form. The mawmouth takes up its entire space. Other creatures can enter the space, but a creature that does so is subjected to the mawmouth’s Engulf and has disadvantage on the saving throw.

Creatures inside the mawmouth cannot be seen and appear to be consumed.

The mawmouth can hold one Huge or Gargantuan creature or up to twelve Large or smaller creatures inside it at a time.

Regeneration. The mawmouth regains 20 hit points at the start of its turn if it has at least 1 hit point.

Sense Magic. The mawmouth senses magic within 120 feet of it at will. This trait otherwise works like the detect magic spell but isn’t itself magical.

Actions

Pseudopod. Melee Weapon Attack: +15 to hit, reach 10 ft., one creature. Hit: 20 (4d6 + 6) necrotic damage. On a hit, the target creature must make a DC 23 Strength saving throw or be grappled by the mawmouth. Grappled creatures take an additional 7 (2d6) necrotic damage at the beginning of each of their turns for as long as they remain grappled.

At the end of their turn they may repeat the saving throw to break free from the grapple.

Engulf. The mawmouth moves up to its speed. While doing so, it can enter Gargantuan or smaller creatures’ spaces. Whenever the mawmouth enters a creature’s space, the creature must make a DC 17 Dexterity saving throw.

On a successful save, the creature can choose to be pushed 5 feet back or to the side of the mawmouth. A creature that chooses not to be pushed suffers the consequences of a failed saving throw.

On a failed save, the mawmouth enters the creature’s space, and the creature takes 21 (6d6) necrotic damage and is engulfed. Additionally, the creature must make a DC 19 Wisdom saving throw or take 10 (3d6) psychic damage on a failed save or half as much on a successful save.

The engulfed creature can’t breathe, is restrained, and takes 42 (12d6) necrotic damage at the start of each of the mawmouth’s turns. At the beginning of each of the engulfed creature’s turns, the creature must repeat the Wisdom save or take an additional 10 (3d6) psychic damage. When the mawmouth moves, the engulfed creature moves with it.

An engulfed creature can try to escape by taking an action to make a DC 23 Strength check. On a success, the creature escapes and enters a space of its choice within 5 feet of the mawmouth.

Legendary Actions

The mawmouth 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 mawmouth regains spent legendary actions at the start of its turn.

Devour. The mawmouth engulfs a grappled creature.

Frightful Presence. Each creature of the mawmouth’s choice that is within 120 feet of the mawmouth and aware of it must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is has advantage on the mawmouth’s Frightful Presence for the next 24 hours.

Pseudopod. The mawmouth makes one attack with a pseudopod.

1

 

 

mawmouth model background

Their surfaces are covered with the mouths and eyes of their victims. The mouths of recent victims may still scream and beg, whereas those of long-eaten victims may only mutter incoherently. While devouring a victim, the mawmouth remains still until the creature is fully digested before moving to its next victim. While no one is entirely sure what happens to the mawmouth’s victims, magic users have been able to communicate with creatures engulfed by the mawmouth and receive a response, albeit just an indecipherable scream. It is therefore believed that the victims of mawmouths never fully cease to be, and are both aware of and and feel the mawmouth eating them for as long as the mawmouth lives.

Mawmouths have very few weaknesses and seem to be immune to most damage types. In fact, only one person has ever successfully killed a mawmouth and they perished in the process. The only way to truly deal damage to a mawmouth is from the inside, which is why most people agree if you see a mawmouth, run.

ink splatter

mawmouth

2

CREATURE | MAWMOUTH