Gargantuan Monstrosity, Chaotic Evil
Armor Class 17 Natural Armor
Hit Points 211 (30d10 + 46)
Speed 25 ft., Climb 25 ft.
STR
17 (+3)
DEX
7 (-2)
CON
21 (+5)
INT
11 (+0)
WIS
15 (+2)
CHA
5 (-3)
Saving Throws STR +7, CON +9, WIS +6
Skills Perception +6
Damage Immunities Poison
Senses Darkvision 120 ft., Passive Perception 16
Languages Deep Speech
Challenge 11 (7,200 XP)
Proficiency Bonus +4
Traits

Spider Climb. The Bloated Gastromorph can slither up walls and across ceilings.

Regeneration. The Bloated Gastromorph regains 10 hit points at the start of its turn. If the Bloated Gastromorph takes acid or fire damage, this trait doesn't function at the start of the Bloated Gastromorph's next turn. The Bloated Gastromorph dies only if it starts its turn with 0 hit points and doesn't regenerate.

Actions

Multiattack. The Bloated Gastromorph makes three attacks. It only makes bite attacks against enemies it has grappled.

Claws. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 16 (3d8 + 3) bludgeoning damage, and the target is grappled (escape DC 16) and is moved up to 5 feet toward the Bloated Gastromorph.

Action Ranged Attack. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 25 (4d10 + 3) piercing damage. If the target is a Large or smaller creature grappled by the Gastromorph, that creature is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside of the Gastromorph, and it takes 21 (6d6) acid damage at the start of each of the Bloated Gastromorph’s turns.

If the Bloated Gastromorph takes 40 damage or more from a single source, then all swallowed creatures are ejected from the Gastromorph. They fall prone in a space within 10 feet of the Gastromorph. If the Bloated Gastromorph dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 15 feet of movement, exiting prone.

Tongue (Recharge 5-6). Melee Weapon Attack: +7to hit, reach 25 ft., one target. Hit: 15 (2d12 + 3) poison damage. A creature that is hit by this attack must succeed a DC 14 Constitution saving throw or become paralyzed. A creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

lugnn

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