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Qarathul, the Chained World-Eater

Gargantuan Monstrosity, Chaotic Evil


Armor Class 19 (natural armor)

Hit Points 294 (28d12+112)

Speed 20 ft. burrow 40 ft. climb 20 ft.

STR 22 (+6)
DEX 12 (+1)
CON 18 (+4)
INT 10 (+0)
WIS 12 (+1)
CHA 10 (+0)

Saving Throws Con +8, Wis +5

Skills Perception +6

Senses darkvision 120 ft., passive Perception 16

Languages Common, Primordial, Deep Speech, telepathy 120 ft.

Challenge 18 (20,000 XP) Proficiency Bonus +4


Legendary Resistance (3/Day). If the creature fails a saving throw, it can choose to succeed instead.
Magic Resistance. The creature has advantage on saving throws against spells and other magical effects.
Keen Senses. The creature has advantage on Wisdom (Perception) checks that rely on sight, hearing, or smell.
Shackled Majesty. The chains binding Qarathul hum with ancient magic. While bound, it has advantage on attack rolls and saving throws against being charmed or frightened.

Actions

Multiattack. Qarathul makes three attacks: two tentacle slams and one bite.
Bite. Melee weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 25 (3d12+6) piercing damage. If the target is a Medium or smaller creature, it must succeed on a DC 18 Strength saving throw or be knocked prone.
Tentacle Slap. Melee weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 15 (2d8+6) bludgeoning damage. If hit, the target is grappled (escape DC 18). The tentacle deals ongoing 1d6 damage at the start of each of the target's turns until escaped.
Tail Crush. Melee weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 17 (2d10+6) bludgeoning damage. If the target is Medium or smaller, it must succeed on a DC 18 Strength saving throw or be knocked prone and restrained by the tail until escaped.

Legendary Actions

The creature can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The creature regains spent legendary actions at the start of its turn.

Earth Pulse. Qarathul unleashes a seismic pulse in a 20-foot radius. Each creature within the area must succeed on a DC 18 Dexterity saving throw or take 14 (4d6) bludgeoning damage and be pushed 10 feet away.
Crushing Gaze. The beast fixes its gaze on one target within 60 feet. That target must succeed on a DC 18 Wisdom saving throw or be frightened for 1 round and have its speed halved until the end of its next turn.
Shackle Lash (Costs 2 Actions). One chain coil extends and grips a target within 15 feet; the target must succeed on a DC 18 Strength saving throw or be restrained until the start of Qarathul's next turn.

Lair

Lair Actions

On initiative count 20 (losing initiative ties), the creature can take a lair action to cause one of the following effects; it can't use the same effect two rounds in a row:

  • Seismic Wake. The ground within 60 feet of Qarathul trembles. Each creature on the ground must succeed on a DC 18 Dexterity saving throw or be knocked prone; on a successful save, they take half as much damage.
  • Crystalline Chains. Shadows of chains extend from the walls toward a target within 60 feet. The target must succeed on a DC 18 Dexterity saving throw or be restrained for 1 round.
  • World-Anchor Concentration. A rune on the cavern floor flares. A creature within 120 feet that is concentrating on a spell must succeed on a DC 18 Wisdom saving throw to maintain concentration.

Regional Effects

The region containing the creature's lair is warped by its magic, creating the following effects:

  • Within 6 miles of the lair, the ground is perennially unsettled; tremors are common and reveal hidden caverns.
  • Subterranean waterways near the lair run metallic and cold, tinting the water with a faint iron flavor.
  • The very air hums with ancient magic; spellcasting in the region is tempered by the weight of old bindings, slowing processes slightly.

If Qarathul dies, the bindings splinter for a generation, and the crust quakes for weeks as the world reclaims its freedom.

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Lore & Description

Appearance

Qarathul is a colossal behemoth, scales the color of obsidian etched with star-silver runes. Its body is bound by chains wrought from meteoric iron and root-runed adamantine that sink into the world’s crust like roots. The creature moves with a patient, ancient patience, each breath a furnace-fume of primordial power. Eyes like dead galaxies burn with the cold light of a world-sleeping deity, and its maw spills a rust-red ichor that smells faintly of iron and stone. Its presence warps the air, bending sound and light as if the world itself trembles at the sight of its chained form.

Behavior & Origins

Long before civilizations rose, Qarathul was a god-beast of unknowable appetite and cosmic longevity. It was bound beneath the world’s crust by the Hand of Creation, a tangle of ancient pacts and iron chains forged by elder powers who feared its hunger for worlds. For eons it slumbered, the world above unknowing of the life-sucking, planet-shaking force below. The chains are not mere restraints; they are conduits, siphoning a slumbering god’s power to keep the world intact. When the seals weaken or the crust trembles, Qarathul’s gaze can pierce through stone and dream alike, and if ever freed, it would rend the crust apart to devour the stars themselves. It is content to sleep, to dream, and to hunger—so long as it remains bound. Adventurers who dare descend into its lair must contend with earthquakes, shifting caverns, and the whisper of a sleep-waking behemoth whose very chains sing of worlds that have fallen to ruin.

Generation Info

Original prompt:
"A god-beast chained beneath the world’s crust."

Created: Feb 2, 2026
Modified: May 22, 2026

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