Creature Reference Back to Creatures

Tembril

Large · Monstrosity · CR 6 · Unaligned

Armor Class
15 (natural armor)
Hit Points and Hit Dice
114 (12d10+48)
Challenge Rating CR
6

Ability Scores

Core attributes and their modifiers.

STR
19
+4
DEX
14
+2
CON
18
+4
INT
4
-3
WIS
15
+2
CHA
16
+3

Overview

Category Monsters
Size Large
Type Monstrosity
Alignment Unaligned
XP 2300
Initiative Bonus +2

Movement

Walk 40 ft (12.2 m)
Swim 20 ft (6.1 m)
Climb 20 ft (6.1 m)
Crawl 20 ft (6.1 m)

Senses

Darkvision 60 ft (18.3 m)
Passive Perception 15

Skills

Perception +5 Stealth +8

Resistances & Immunities

Damage Resistances
cold

Traits

Ambusher

In the first round of combat, the tembril has advantage on attack rolls against any creature it has surprised.

Nimble Leap

The tembril can take the Dash or Disengage action as a bonus action on each of its turns.

Actions

Bite

+7 to hit, reach 5 ft (1.5 m). Hit: 2d8+4 piercing damage.

Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage. If the tembril scores a critical hit against a Medium or smaller target and the damage reduces the target to below half its hp maximum, the target must succeed on a DC 15 Constitution saving throw or be instantly killed as its head is removed. A creature is immune to this effect if it is immune to piercing damage or doesn't have or need a head.

Claws

+7 to hit, reach 5 ft (1.5 m). Hit: 2d6+4 slashing damage.

Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.

Maddening Chitter

Recharge 6

The tembril chitters maddeningly in a 30-foot cone. Each creature in that area must make a DC 15 Wisdom saving throw. On a failure, a creature takes 21 (6d6) psychic damage and is incapacitated for 1 minute. On a success, a creature takes half the damage and isn't incapacitated. If a creature fails the saving throw by 5 or more, it also suffers short-term madness. An incapacitated creature can repeat the saving throw at the end of each of its turns, ending the incapacitated condition on itself on a success.

Multiattack

The tembril makes three attacks: one with its bite and two with its claws.

About Tembril

Tembril is a large monstrosity with a Challenge Rating of 6. It has a unaligned alignment.

In combat, this creature maintains an Armor Class of 15 and possesses 114 hit points (derived from 12d10+48).

GM Tips: Using Tembril

2 tips available

When using Tembril in your D&D 5e campaign, consider these tactical approaches:

  • Significant Threat: Challenging for parties of levels 5-10
  • Epic Potential: Consider legendary actions for memorable battles

Player Guide: Facing Tembril

2 strategies available

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

  • Significant Threat: Prepare spells and resources
  • Team Coordination: Coordinate attacks and defenses

Encounter Building Calculator

Standard Party Encounter (4-5 characters):

This creature is a medium encounter for a party of 4 characters of level 6.

Solo Encounter:

A single character of level 9 (up to level 20) can face this creature in a medium to hard encounter.

Experience Point Thresholds:

  • Medium: 4,200 XP
  • Hard: 6,300 XP
  • Deadly: 8,400 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 Tembril?
Tembril has a Challenge Rating of 6, making it appropriate for parties of level 6.0.
What type of creature is Tembril?
Tembril is a Large Monstrosity, which affects how certain spells and abilities interact with it.

Related D&D 5e Content

Related Creatures