Ability Scores
Core attributes and their modifiers.
Overview
Movement
Senses
Saving Throws
Skills
Resistances & Immunities
Traits
Immutable Form
The ulnorya is immune to any spell or effect that would alter its form.
Photoadaptive Hide
If the ulnorya didn’t move on its previous turn, it is invisible.
Actions
Bite
+7 to hit, reach 5 ft (1.5 m). Hit: 2d8+4 poison damage.
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage and the target must succeed on a DC 15 Constitution saving throw or take 7 (2d6) poison damage. If the poison damage reduces the target to 0 hp, the target is stable but poisoned for 1 hour, even after regaining hp, and is paralyzed while poisoned in this way.
Claw
+7 to hit, reach 5 ft (1.5 m). Hit: 2d6+4 piercing damage.
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage.
Multiattack
The ulnorya makes four attacks: one with its bite, one with its claw, and two with its tentacles.
Replicate
The ulnorya separates itself into two identical copies for up to 1 hour. The new ulnoryas' hp totals are equal to the original ulnorya's hp total divided by 2 (rounded down), and each is affected by any conditions, spells, and other magical effects that affected the original ulnorya. The new ulnoryas otherwise retain the same statistics as the original, except neither has this action. The new ulnoryas act on the same initiative count as the original ulnorya and occupy any unoccupied spaces within 5 feet of the original ulnorya's space.
If one ulnorya starts its turn within 5 feet of its other half, they can each use their reactions to recombine. The recombined ulnorya's hp total is equal to the combined hp total of the two ulnoryas, and it is affected by any conditions, spells, and other magical effects currently affecting either of the combining ulnoryas. The ulnorya automatically recombines if both of its halves are still alive at the end of the hour. If only one ulnorya remains alive at the end of the hour, it gains this action after it finishes a long rest.
Tentacle
+7 to hit, reach 10 ft (3 m). Hit: 1d4+3 bludgeoning damage.
Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage.
About Ulnorya
Ulnorya is a large aberration with a Challenge Rating of 7. It has a neutral evil alignment.
In combat, this creature maintains an Armor Class of 14 and possesses 119 hit points (derived from 14d10+42).
GM Tips: Using Ulnorya
1 tips available
GM Tips: Using Ulnorya
When using Ulnorya in your D&D 5e campaign, consider these tactical approaches:
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Climbing Advantage: This creature can climb at 30 ft. It can use walls and ceilings for tactical positioning. Consider using 'Spider Climb' negation or fighting in open areas without vertical surfaces.
Player Guide: Facing Ulnorya
1 strategies available
Player Guide: Facing Ulnorya
When your party encounters this creature, keep these strategies in mind:
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Climbing Defense: This creature can climb at 30 ft! It can use walls and ceilings for surprise attacks. Fight in open areas without vertical surfaces. 'Spider Climb' negation spells can help.
Encounter Building Calculator
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
Frequently Asked Questions
- What is the challenge rating of Ulnorya?
- Ulnorya has a Challenge Rating of 7, making it appropriate for parties of level 7.0.
- What type of creature is Ulnorya?
- Ulnorya is a Large Aberration, which affects how certain spells and abilities interact with it.
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Related D&D 5e Content
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