Salthrym
Medium monstrosity, unaligned
In the dark recesses of towers and keeps, an eerie and unintentional creation known as the Salthrym lurks. These peculiar creatures are formed from a combination of Mana and the remains of vermin and rodents that meet their demise within the confines of these structures. Slowly crawling through the places they were formed, they gather debris and loose stones to construct a protective shell around their fragile bodies, utilizing three tendrils near their mouth for this purpose.
The Salthrym possess a mouth adorned with three large, venomous fangs that drip with a poisonous substance derived from their innate nature, strengthened by the Mana of Ven. Recognizing the potential of these creatures, wizards and clerics have harnessed the power of Ven and Ya to create improved versions of the Salthrym, utilizing them as sentries within their domains.
Blind in nature, the Salthrym relies on its acute sense of tremors and the scent of flesh to locate its prey. Although they are not known for their swiftness, they display remarkable resilience against most forms of physical damage. Their natural camouflage allows them to blend seamlessly with the surrounding rubble and debris commonly found within keeps and dungeons, making them virtually indistinguishable from their environment.
Encounters with the Salthrym should be approached with caution, as their venomous fangs pose a significant threat. Their ability to blend in with their surroundings makes them formidable adversaries, requiring keen observation and strategic maneuvering to overcome. The origins of these creatures and their eerie presence serve as a reminder of the uncanny and unpredictable manifestations that can arise from the convergence of Mana and organic matter.
Armor Class 15 (natural armor)
Hit Points 52 (8d8 + 16)
Speed 30 ft.
STR 16 (+3) | DEX 14 (+2) | CON 15 (+2) | INT 2 (-4) | WIS 12 (+1) | CHA 5 (-3)
Skills Perception +3, Stealth +4
Damage Resistances Bludgeoning, Piercing, and Slashing from Non-magical Attacks
Senses Blindsight 30 ft. (blind beyond this radius), passive Perception 13
Languages -
Challenge 2 (450 XP)
Camouflage The Salthrym has advantage on Dexterity (Stealth) checks made to hide in areas of rubble, debris, or structures.
Tremorsense The Salthrym can sense vibrations in the ground within a range of 30 feet, allowing it to detect the presence and location of creatures and objects that are in contact with the same surface.
Multi-attack The Salthrym makes two claw attacks.
Claw Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 3) slashing damage.
Venomous Bite Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 3) piercing damage plus 7 (2d6) poison damage. The target must succeed on a DC 12 Constitution saving throw or be poisoned for 1 minute. The poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.
Weaknesses Vulnerable to radiant damage, Disadvantage on saving throws against spells and effects that target their sense of tremors or scent.