Cauldronboil | Monster | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Everquest, Kedge Keep, Temple of Elemental Evil Water

Cauldronboil CR: 10 (5,900 XP)

Huge undead (ghost), neutral
Armor Class: 11
Hit Points: 238 ( 14d12+70 )
Speed: 0 ft , fly: 50 ft , swim: 50 ft

STR

23 +6

DEX

13 +1

CON

20 +5

INT

8 -1

WIS

11 +0

CHA

4 -3

Saving Throws: CON ( 1d20+9 ), WIS ( 1d20+5 )
Skills: Perception +9, Stealth +5
Damage Resistances: acid, fire, lightning, thunder
Damage Immunities: cold, necrotic, poison; bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities: charmed, exhaustion, fright­ened, grappled, paralyzed, petrified, poisoned, prone, restrained
Senses: darkvision 60 ft., passive Perception 19
Languages: Druidc, Aquan
Challenge Rating: 10 (5,900 XP)

  • Blood Frenzy. Cauldronboil has advantage on melee attack rolls against any creature that doesn't have all its hit points.
  • Ethereal Sight. Cauldronboil can see 60 feet into the Ethereal Plane when he is on the Material Plane, and vice versa.
  • Incorporeal Movement. Cauldronboil can move through other creatures and objects as if they were difficult terrain. He takes 5 (1d10) force damage if it ends its turn inside an object.

Actions

  • Multiattack. Cauldronboil makes uses Horrifying Visage and then makes a Withering Bite.
  • Withering Bite. Melee Weapon Attack: 1d20+10 to hit, reach 5 ft., one target. Hit: 22 ( 3d10+6 ) necrotic damage. This damage heals Cauldronboil for the same amount. If the target is a creature other than an elf or undead, it must succeed on a CON saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
  • Etherealness. Cauldronboil enters the Ethereal Plane from the Material Plane or vice versa. He is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet he can't affect or be affected by anything on the other plane.
  • Horrifying Visage. Each non-undead creature within 60 feet of Cauldronboil that can see him must succeed on a DC 13 Wisdom saving throw or be frightened for 1 minute. If the save fails by 5 or more, the target also ages 1d4 × 10 years. A frightened target can repeat the saving throw at the end of each of its turns, ending the frightened condition on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to Cauldronboil's Horrifying Visage for the next 24 hours. The aging effect can be reversed with a greater restoration spell, but only within 24 hours of it occurring.
  • Starshine. Ranged Spell Attack: 1d20+10 to hit, range 120 ft., one target. Hit: 26 ( 6d6+1 ) fire damage, and the target is blinded until the start of Cauldronboil’s next turn.
 
Bonus Action
Spellcasting. Cauldronboil casts one of the following spells, using Wisdom as his spellcasting ability (spell save DC 17):
  • At will: beast sense, entangle, speak with animals, barkskin* (attackers take 5 piercing damage each time they strike Cauldronboil)
  • 3/day each: animal messenger, dominate beast, faerie fire, tree stride
  • 1/day each: commune with nature (as an action), mass inflict wounds
*already cast.

Reactions

Outnumbered! If Cauldronboil is damaged by an attack he may move up to his swim speed and use Withering Bite or Wildfire against the triggering attacker; he then uses Etherealness.

A ghostly shark in service to the cult and, ultimately, Olhydra. A former animal companion of an aquatic druid, awakened and living here long after his master died, he inflicted significant losses on the cult until they were able to destroy him, and he was brought back as a ghost to serve the Elemental Water cult against his will.
Tactics. Cauldronboil will use his movement to attack targets and then move back into a wall or floor for protection (accepting the force damage this incurs). Remember, this movement does not provoke attacks of opportunity from non-aquatic creatures. He has a dim memory of his former druidic master and will avoid attacking druids unless they are the last target left. Druids will sense a great sadness emanating from the Cauldronboil. He will not pursue targets beyond the chamber he haunts.

Suggested Environments

Aquatic


Created by

solomani.

Statblock Type

Monster

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