Gomaggravv

medium aberration (n/a), chaotic neutral

Challenge 5.0 (1,800 XP)

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STR
14 (+2)
DEX
17 (+3)
CON
16 (+3)
INT
8 (-1)
WIS
13 (+1)
CHA
10

Defense

Armor Class
15 (Natural Armor)
Hit Points
68 (8d8 + 24 +3)
Speed
30 ft., fly 40 ft., swim 20 ft., climb 20 ft., burrow 10 ft., (hover)

Proficiencies & Senses

Saving Throws Dexterity, Intelligence
Skills
Stealth +6, Acrobatics +5, Perception +4, Intimidation +2
Senses
darkvision 60 ft.
passive Perception 14

Characteristics

Damage Vulnerabilities
Radiant
Damage Resistances
Psychic
Damage Immunities
Condition Immunities
Charmed, Frightened
Languages Undercommon, Deep Speech

Traits

Eldritch Camouflage

Can blend into its surroundings, gaining advantage on Dexterity (Stealth) checks.

Innate Spellcasting

The Gomaggravv's innate spellcasting ability is Intelligence (spell save DC 13). It can cast the following spells:
- At will: *Dancing Lights*, *Minor Illusion*
- 1/Day each: *Invisibility*, *Darkness*

Actions

Multiattack

The Gomaggravv makes two attacks: one with its Tentacle and one with its Bite.

Tentacle

Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 5) psychic damage and the target must succeed on a DC 14 Intelligence saving throw or be incapacitated until the end of its next turn.

Bite

Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (1d10 + 5) piercing damage.

Reactions

Spell Evasion

When targeted by a spell that requires an attack roll, the Gomaggravv can use its reaction to impose disadvantage on the attack roll.

Bonus_Actions

Frightening Mirth

Target within 30 feet must succeed on a DC 13 Wisdom saving throw or become frightened until the end of their next turn. If the target is already frightened, they take 5 (1d10) psychic damage instead.

Hide

Can take the Hide action even when only lightly obscured.

Combat Behavior

Tactics


• Use Eldritch Camouflage to blend into environments before attacking
• Utilize spells like Invisibility to escape dangerous situations
• Target enemies with the highest fear potential for optimal feeding.
• Work to separate weaker party members during combat to instill fear.

Combat Style

Ambushers and manipulators, the Gomaggravv prefers to use stealth and magical abilities to control the battlefield.

Morale

The Gomaggravv tends to flee if it suffers significant damage (more than 50% of its HP).

Monster Description

The Gomaggravv is a peculiar aberration, born from the chaotic energies of raw magic. This creature appears as a grotesque fusion of tentacles and a gaping maw, its body shimmering in colors that seem to defy the natural world. With a somewhat bulbous form, the Gomaggravv often stalks the shadows, using its unique camouflage to ambush unsuspecting prey. It thrives in damp and dark environments, often found lurking in caves or remaining hidden in ancient ruins.

While its monstrous appearance suggests a lack of intelligence, the Gomaggravv is surprisingly cunning and possesses an instinctive understanding of magic. It can weave illusions and manipulate light, creating illusions to confuse and bewilder those unfortunate enough to cross its path. The creature's motivations are often unpredictable; it may attack simply for sport or out of a desire to feed on the mental anguish it inflicts upon its victims.

Gomaggravv feed on fear and despair, often lingering near places of tragedy or strife, waiting for the perfect moment to strike. Its presence has been reported in various folklore, casting it as a harbinger of ill-fated events, causing many to avoid areas where its shadow is said to loom. Stories describe it at times as a mischievous trickster, while other accounts depict it as a malevolent force, reveling in the chaos it causes.

Monster behavior

In combat, Gomaggravvs prefer to outmaneuver their opponents, making use of their stealth abilities to evade detection and strike from the shadows. They often open conflicts with a surprise attack using their Tentacle, targeting foes who seem most vulnerable. If the battle turns against them, they will use *Invisibility* to escape or reposition themselves, only to rejoin the fight when the moment is right. They are known to intimidate their foes using their frightening mirth, instilling a sense of dread before launching direct assaults. Despite their chaotic tendencies, they often exhibit a strategic approach to convoluted engagements, ensuring they exploit every advantage.

Ecology

The Gomaggravv exists in an ecosystem vulnerable to the effects of magic and chaos. Its feeding habits impact the local fauna, as its presence often leads to erratic behaviors in nearby creatures, turning predator into prey in moments of sheer fright. They are often found in regions marred by magical anomalies, drawing sustenance from the mental distress that accompanies such disturbances. In this way, they contribute to a cycle of fear, creating an imbalance that can shift an entire ecosystem into chaos, where these creatures thrive with little challenge.

History

Legends tell of the first Gomaggravvs arising from the tumult created during the age of the Great Cataclysm, a period where wild magic surged uncontrolled throughout the realms. As arcane forces intertwined with the fabric of reality, the first of the Gomaggravvs emerged, born from unrestrained chaos. Over time, their presence became synonymous with calamity, and as they spread throughout the world, their stories evolved, amalgamating them into the folklore of many cultures. Some recount tales of Gomaggravvs as guardians of lost knowledge, while others paint them as monsters whose very existence brings doom. The reality of their nature lies in the trickster aspect, for they exploit the fears of those around them, thriving on the unpredictability of emotions and the energies they create.

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