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A-mi-kuk

Huge · Aberration · CR 7 · Chaotic Evil

Armor Class
14 (natural armor)
Hit Points and Hit Dice
115 (10d12+50)
Challenge Rating CR
7

Ability Scores

Core attributes and their modifiers.

STR
21
+5
DEX
8
-1
CON
20
+5
INT
7
-2
WIS
14
+2
CHA
10
+0

Overview

Category Monsters
Size Huge
Type Aberration
Alignment Chaotic Evil
XP 2900
Initiative Bonus -1

Movement

Walk 30 ft (9.1 m)
Swim 40 ft (12.2 m)
Climb 15 ft (4.6 m)
Burrow 20 ft (6.1 m)
Crawl 15 ft (4.6 m)

Senses

Darkvision 60 ft (18.3 m)
Tremorsense 30 ft (9.1 m)
Passive Perception 15

Skills

Athletics +10 Perception +5 Stealth +2

Languages

understands Common but can’t speak

Resistances & Immunities

Damage Immunities
cold
Damage Resistances
acid; bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities
paralyzed, restrained

Traits

Fear of Fire

The a-mi-kuk is afraid of fire, and it won’t move toward any fiery or burning objects. If presented forcefully with a flame, or if it is dealt fire damage, the a-mi-kuk must succeed on a DC 13 Wisdom saving throw or become frightened until the end of its next turn. After it has been frightened by a specific source of fire (such as the burning hands spell), the a-mi-kuk can’t be frightened by that same source again for 24 hours.

Hold Breath

The a-mi-kuk can hold its breath for 30 minutes.

Icy Slime

The a-mi-kuk’s body is covered in a layer of greasy, ice-cold slime that grants it the benefits of freedom of movement. In addition, a creature that touches the a-mi-kuk or hits it with a melee attack while within 5 feet of it takes 7 (2d6) cold damage from the freezing slime. A creature grappled by the a-mi-kuk takes this damage at the start of each of its turns.

Actions

Bite

+8 to hit, reach 5 ft (1.5 m). Hit: 2d6+5 piercing damage.

Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) piercing damage.

Grasping Claw

+8 to hit, reach 10 ft (3 m). Hit: 3d8+5 bludgeoning damage.

Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 18 (3d8 + 5) bludgeoning damage, and the target is grappled (escape DC 16). The a-mi-kuk has two grasping claws, each of which can grapple only one target at a time.

Multiattack

The a-mi-kuk makes two attacks: one with its bite and one with its grasping claw.

Strangle

The a-mi-kuk strangles one creature grappled by it. The target must make a DC 16 Strength saving throw. On a failure, the target takes 27 (6d8) bludgeoning damage, can't breathe, speak, or cast spells, and begins suffocating. On a success, the target takes half the bludgeoning damage and is no longer grappled. Until this strangling grapple ends (escape DC 16), the target takes 13 (3d8) bludgeoning damage at the start of each of its turns. The a-mi-kuk can strangle up to two Medium or smaller targets or one Large target at a time.

About A-mi-kuk

A-mi-kuk is a huge aberration with a Challenge Rating of 7. It has a chaotic evil alignment.

In combat, this creature maintains an Armor Class of 14 and possesses 115 hit points (derived from 10d12+50).

A-mi-kuk has communication capabilities including understands Common but can’t speak. This allows it to interact verbally with various creatures and characters.

GM Tips: Using A-mi-kuk

2 tips available

When using A-mi-kuk in your D&D 5e campaign, consider these tactical approaches:

  • Burrowing Tactics: This creature can burrow at 20 ft. It can ambush from underground or escape combat by digging. Use 'Earthbind' or create difficult terrain to limit burrowing. Consider fighting in areas without soft ground.
  • Aquatic Combat: This creature can swim at 40 ft. It has advantage in water environments. Consider fighting on land or using water-based spells against it.

Player Guide: Facing A-mi-kuk

2 strategies available

When your party encounters this creature, keep these strategies in mind:

  • Burrowing Defense: This creature can burrow at 20 ft! It can ambush from underground. Use 'Earthbind', create difficult terrain, or fight on hard surfaces. 'Stone Shape' can seal burrows.
  • Aquatic Combat Defense: This creature can swim at 40 ft! It has advantage in water. Fight on land if possible. Use 'Control Water' or drain water sources to limit its mobility.

Encounter Building Calculator

Standard Party Encounter (4-5 characters):

This creature is a medium encounter for a party of 4 characters of level 7.

Solo Encounter:

A single character of level 10 (up to level 20) can face this creature in a medium to hard encounter.

Experience Point Thresholds:

  • Medium: 5,600 XP
  • Hard: 8,400 XP
  • Deadly: 11,200 XP

Based on D&D 5e Dungeon Master's Guide encounter building guidelines. CR roughly equals party level for medium encounters.

Frequently Asked Questions

What is the challenge rating of A-mi-kuk?
A-mi-kuk has a Challenge Rating of 7, making it appropriate for parties of level 7.0.
What type of creature is A-mi-kuk?
A-mi-kuk is a Huge Aberration, which affects how certain spells and abilities interact with it.
What languages does A-mi-kuk speak?
A-mi-kuk can communicate in understands Common but can’t speak.

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