Nothic Ingester for Dungeons & Dragons Fifth Edition

Some nothics, driven by an overwhelming compulsion to reconnect to magic–even if they aren’t quite sure why–take to desperate measures. Usually, this results in a lot of dead nothics. But sometimes, it creates potent aberrants, more horrible and weirder than the original nothic ever was.

Nothic ingesters are created when a nothic consumes a great number of potions. The volatile (and sometimes harmful) potions mix together in its gullet, producing all sorts of bizarre changes to the creature. While no two ingesters are alike, they do share some common traits, leading some to believe that this unusual method for reconnecting with the arcane arts may actually provide clues to ending their curse.

A nothic ingester looks like a larger-than-normal nothic. It has stained lips and rotting teeth, signs that it’s been tossing back potions. Sometimes, even portions of its lower jaw and throat are missing, dissolved or burned away by acids and poisons. Its skin and scales are typically brightly colored, sometimes constantly changing to fit its mood or environment. And they still have that single, baleful eye, capable of discovering a query’s darkest secrets.

Nothic Ingester

Large aberration, neutral evil


Armor Class 17 (natural armor)

Hit Points 126 (12d10 + 60)

Speed 30 ft., climb 30 ft


Abilities Str 21 (+5), Dex 16 (+3), Con 20 (+5), Int 13 (+1), Wis 10 (+0), Cha 7 (-2)


Skills Arcana +4, Insight +6, Perception +3, Stealth +6

Damage Resistances acid, cold, fire, lightning, necrotic, poison, psychic, thunder

Senses truesight 120 ft., passive Perception 13

Languages Undercommon

Challenge 7 (2,900 XP)


Amphibious. The nothic can breathe air and water.

Keen Sight. The nothic has advantage on Wisdom (Perception) checks that rely on sight.

Innate Spellcasting (3/day). The nothic can innately cast animal friendship (spell save DC 12), requiring no material components. Its innate spellcasting ability is Intelligence.

RegenerationThe nothic regains 7 hit points at the start of its turn. If the nothic takes force or radiant damage, this trait doesn’t function at the start of the nothic’s turn. The nothic dies only if it starts its turn with 0 hit points and doesn’t regenerate.


Actions

Multiattack. The nothic makes two claw attacks.

Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.

Fire Breath (Recharge 5-6). The nothic exhales a 30-foot cone of fire. Each creature in that area must make a DC 16 Dexterity saving throw, taking 14 (4d6) fire damage on a failed save, or half as much damage on a successful one.

Rotting Gaze. The nothic targets one creature it can see within 60 feet of it. The target must succeed on a DC 16 Constitution saving throw against this magic or take 17 (5d6) necrotic damage.

Weird Insight. The nothic targets one creature it can see within 60 feet of it. The target must contest its Charisma (Deception) check against the nothic’s Wisdom (Insight) check. If the nothic wins, it magically learns one fact or secret about the target. The target automatically wins if it is immune to being charmed.

 

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