dnd5e-mote

Dire Clam

Attributes

Large Elemental, Neutral

AC 14, or 18 with shell closed (Shell Defense) Initiative +2 (12)

HP 114 (12d10 + 48)

Speed 5 ft., Swim 30 ft.

MOD SAVE MOD SAVE
STR 18 +4 +4 INT 5 -3 -3
DEX 14 +2 +2 WIS 7 -2 -2
CON 18 +4 +10 CHA 5 -3 -3

Resistances: Acid, Bludgeoning, Piercing, Slashing

Immunities: Poison; Grappled, Poisoned

Senses: Blindsight 30 ft., Tremorsense 60 ft., Passive Perception 8

Languages: None

CR: 4 (XP 1,100; PB +2)

Traits

Freeze. If the clam takes Cold damage, it has the Prone condition. If the clam uses movement to right itself on its turn, it ends its turn.

Shell Defense. While the clam's shell is closed, it gains a +4 bonus to AC and it has the Incapacitated condition. If the clam uses its Clamp attack, its shell opens.

Water Breathing. The clam can breathe only underwater.

Actions

Clamp. Melee Attack Roll: +6 to hit, reach 5 ft. Hit: 13 (2d8 + 4) Bludgeoning damage. If the target is a Medium or smaller creature, it is engulfed within the clam's dark interior. An engulfed creature has the Blinded and Restrained conditions, it has Total Cover against attacks and other effects outside the clam, and it takes 14 (4d6) Acid damage at the start of each of the clam's turns.

The clam can have up to one creature engulfed at a time, during which it can't use its Clamp on another target without opening its shell and allowing an engulfed creature to escape. A creature within 5 feet of the clam can take an Action to pry the clam's shell open by succeeding on a DC 14 Strength check.