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  • Writer's pictureMark S. Cookman

The Island of Lost 5e Monsters: The Ear Seeker and The Titanothere


Once again we will brave the shores of this dangerous island in search of monsters from times forgotten, monsters too dangerous to be included in the 5e Monster Manual. This week we have one monster smaller than tiny and another large one most dangerous in herds. Have fun torturing your PC's with the Ear Seeker and the Titanothere.

Ear Seeker

Very Rare

Number Appearing: 1-4

AC: 11

HP: 1

Special Attack (See Below)

Alignment: Neutral

Size: Tiny (< 1" Long)

Speed: 10 feet (walking or flying)

Ear Seekers are tiny insects less than one inch long when fully grown. They normally eat cellulose and are most often found in deep woods. They are harmless to adventurers as adults; it is only their offspring that pose a great threat. Ear Seekers have earned their name from where they like to lay their eggs. If the creature can crawl or fly inside the ear of a character, then it will lay 9-16 (1d8+8) eggs before flying out of the ear and dying. The eggs will hatch 4-24 (4d6) hours later at which time the larvae will begin doing 1d4 hit points of damage each round as they eat their way towards the center of the victims brain. Nothing can be done to stop the damage once it starts; most people afflicted by these creatures die screaming. Only a cure disease spell will destroy these parasites once the eggs have been laid. A character making a Nature skill roll of 15 or better will be aware of the signs of an Ear Seeker infestation in the area.

Titanothere

Uncommon

Number Appearing: 1-12

AC: 14

HP: 130 (12d10+70)

1 Attack:

Headbutt +8 to hit 15 Dmg (2d8+7)

Special Attacks:

Charge +8 to hit 30 Dmg (2d8+7 Doubled)

Trample +8 to hit 13 Dmg (2d6+7 per Foot)

Alignment: Neutral

Size: L (8' Tall at Shoulder)

Speed: 40 feet (charging)

Titanothere are large, aggressive herbivores who roam in herds across plains and grasslands. When more than six of these creatures are encountered together, 1d4 of them will be young. Young titanothere are between 10% and 80% of the strength of a full grown adult (roll a d8 and reduce the HP and attack dmg for those creatures accordingly). If a herd becomes involved in a fight, the young will try to avoid the fighting unless they are attacked themselves.

If any creature threatens the herd, the adults will separate from the group and charge (as a group) towards the threat. If the first round charge hits, the damage is double the normal headbutt damage. The titanothere can only charge en masse like this in the first round. Additionally, any opponent lower than three feet tall (on the ground) within melee range is at risk of being trampled by 1d3 feet.

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