===== The Sky Maw ===== {{ :sky_maw.jpg?200|}} An ambush predator, mutated into a monstrous form. Hunting wildlife, and unfortunate travellers through Skellington Canyon. ---- /* ====Monster Stats==== Sky Maw (Jean Jacket) Huge aberration, unaligned Armor Class 18 (natural armor) Hit Points 168 (16d12 + 64) Speed 20 ft., fly 80 ft. (hover) {{tablelayout?rowsHeaderSource=Auto&colwidth=",,,"}} ^ STR ^ DEX ^ CON ^ INT ^ WIS ^ CHA ^ | 23 (+6) | 16 (+3) | 19 (+4) | 7 (-2) | 16 (+3) | 12 (+1) | Saving Throws Dex +7, Con +8, Wis +7 Skills Perception +7, Stealth +7 Damage Resistances fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks Damage Vulnerabilities thunder Condition Immunities prone Senses darkvision 120 ft., passive Perception 17 Languages — Challenge 8 (3,900 XP) Proficiency Bonus +3 ====Traits==== ===Dust Storm Aura=== A violent storm of dust and pressure surrounds the Sky Maw in a 100-foot radius. The area is lightly obscured. Ranged weapon attacks beyond 30 feet are made with disadvantage. Open flames are extinguished. Creatures flying by nonmagical means have their speed halved inside the aura. ===Terror From Above=== When a creature first sees the Sky Maw descend from the sky, that creature must succeed on a DC 15 Wisdom saving throw or become frightened until the end of its next turn. If the save fails by 5 or more, the creature is instead frightened for 1 minute. It may repeat the save at the end of each of its turns. ===Flyby Predator=== The Sky Maw does not provoke opportunity attacks when it flies out of an enemy’s reach. ===Siege Monster=== The Sky Maw deals double damage to objects and structures. ---- ====Actions==== ===Multiattack=== The Sky Maw makes two attacks: one with its Bite and one with its tendrils. ===Bite=== Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 22 (3d10 + 6) piercing damage. If the target is Large or smaller, it is grappled (escape DC 17). Until the grapple ends, the target is restrained, and the Sky Maw cannot bite another target. ===Swallow=== The Sky Maw makes one Bite attack against a Medium or smaller creature it is grappling. If the attack hits, the target is swallowed. A swallowed creature is blinded and restrained, has total cover from attacks outside the Sky Maw, and takes 21 (6d6) acid damage at the start of each of the Sky Maw’s turns. If the Sky Maw takes 30 damage or more on a single turn from a creature inside it, the Sky Maw must succeed on a DC 15 Constitution saving throw or regurgitate all swallowed creatures. If the Sky Maw dies, swallowed creatures can escape using 15 feet of movement, exiting prone. ===Tendrils=== Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 17 (2d10 + 6) bludgeoning damage, and the target must succeed on a DC 17 Strength saving throw or be knocked prone. ===Vacuum Pull (Recharge 5–6)=== The Sky Maw opens its maw and creates catastrophic suction in a 60-foot cone. Each creature in the area must make a DC 17 Strength saving throw. **On a failed save:** The creature is pulled up to 30 feet toward the Sky Maw, knocked prone, and takes 10 (3d6) bludgeoning damage. **On a successful save:** The creature takes half damage and is not pulled prone. Objects not secured are automatically dragged toward the creature. ---- ====Legendary Actions==== The Sky Maw can take 2 legendary actions, choosing from the options below. Only one legendary action option may be used at a time, and only at the end of another creature’s turn. The Sky Maw regains spent legendary actions at the start of its turn. ===Move=== The Sky Maw flies up to half its flying speed. ===Buffet Wings=== Each creature within 10 feet must succeed on a DC 17 Dexterity saving throw or take 7 (2d6) bludgeoning damage. ===Sudden Dive (Costs 2 Actions)=== The Sky Maw moves up to its flying speed in a straight line without provoking opportunity attacks. It may make one Bite attack at the end of this movement. ---- ====Lair Actions (Optional Boss Version)==== If the Sky Maw is encountered in its hunting grounds — canyon systems, ghost-rock refineries, storm valleys, or above a moving train — it can take lair actions. On initiative count 20 (losing initiative ties), the Sky Maw causes one of the following effects: Violent winds extinguish all nonmagical flames. Dust clouds heavily obscure a 20-foot-radius area. Loose debris flies through the air; each creature must succeed on a DC 15 Dexterity save or take 5 (1d10) bludgeoning damage. A terrifying shriek echoes through the sky; creatures of the Sky Maw’s choice within 60 feet must succeed on a DC 15 Wisdom save or become frightened until initiative count 20 of the next round. */