Gargantuan Monstrosity, Neutral
Armor Class 18 Natural Armor
Hit Points 217 (15d20 + 60)
Speed 50 ft., Climb 50 ft., Swim 50 ft.
STR
22 (+6)
DEX
7 (-2)
CON
19 (+4)
INT
3 (-4)
WIS
12 (+1)
CHA
8 (-1)
Saving Throws CON +8, WIS +5
Damage Resistances Psychic
Condition Immunities Blinded, Deafened
Senses Blindsight 60, Tremorsense 60', Passive Perception 11
Languages --
Challenge 12 (8,400 XP)
Proficiency Bonus +4
Traits

Legendary Resistance (1/day). If Uss the Slithering Devourer fails a saving throw, it can choose to succeed instead.

Sense Intelligent Life Forms. Uss the Slithering Devourer is aware of the presence of creatures within 6 miles of it that have an Intelligence score of 4 or higher. It knows the
distance and direction to each creature, as well as each creature's Intelligence score, but can't sense anything else about it. A creature protected by a mind blank spell, a
nondetection spell, or similar magic can't be perceived in this manner.

Innate Spellcasting (Psionics). Uss the Slithering Devourer's innate spellcasting ability is Wisdom (spell save DC 14). It can innately cast the following spells, requiring no components

At will: levitate
1/day each: confusion, feeblemind.

Magic Resistance. Uss the Slithering Devourer has advantage on saving throws against spells and other magical effects.

Tactics: Uss is motivated and excited by only one thing: intelligent brains. Its receptors can pick up and process brain waves from such a distance that would put even an enlightened encephalid to shame. It instinctively follows such waves to their source to feed. If its attempts to feed are met with resistance or multiple opponents are present then it uses its innate spellcasting abilities to confuse and disorganize them and eat them one by one.

Actions

Tentacled Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage plus 13 (3d8) psychic damage plus 2 points of Intelligence
damage. If the target is a Large or smaller creature, it must succeed on a DC 19 Strength saving throw or be swallowed by the Uss the Slithering Devourer. A swallowed
creature is blinded and restrained, it has total cover against attacks and other effects outside Uss the Slithering Devourer, and it takes 28 (806) acid damage plus 1 point of
Intelligence damage at the start of each of Uss the Slithering Devourer's turns.

If Uss the Slithering Devourer takes 30 damage or more on a single turn from a creature inside it, Uss the Slithering Devourer must succeed on a DC 17 Constitution
saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of Uss the Slithering Devourer. If Uss the Slithering
Devourer dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 20 feet of movement, exiting prone.

Reactions

Reaction Name. Enter the description for your action.

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

Description: Slithering devourers aren't part of the normal encephalid life ecology by rather an unwanted product of unusual circumstances. If an encephalid tadpole pool is left unchecked and without proper nourishment then the small tadpoles start cannibalizing each other. After only the biggest, strongest, meanest tadpole remains alive it starts hunting other creatures in its inexorable quest for nutrition. More feeding means larger and it's not unusual for slithering devourers to reach gargantuan proportions. Uss is such an example. In appearance, it looks exactly like an oversized
version of a tadpole with a long slimy body covered by two rows of writhing tentacles, one on each side. Its head resembles an open flower with four fleshy petals and from its mouth emerge four tongues teeming with sharp fangs.

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.

Wolfe2407

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