Amorphous. The engorger can move through a space as narrow as 1 inch wide without squeezing.
Magic Resistance. The engorger has advantage on saving throws against spells and other magical effects.
Regeneration. The engorger regains 10 hit points at the start of its turn. If the engorger takes damage, this trait doesn't function at the start of the engorger's next turn.
Shadow Stealth. While in dim light or darkness, the engorger can take the Hide action as a bonus action.
Sunlight Sensitivity. While in sunlight, the engorger has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Multiattack. The engorger can use its Frightful Presence. It then makes two attacks: two with its repulsive bile, or one with its repulsive bile and one with engorge.
Engorge. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (3d6 + 4) bludgeoning damage. The target must make a DC 15 Constitution saving throw, taking 13 (3d8) necrotic damage on a failed save, or half as much on a successful one. Additionally, on a failed save the engorger gains advantage on attack rolls against the target until the end of its next turn.
Repulsive Bile. Ranged Weapon Attack: +5 to hit, range 30/60 ft., one target. Hit: 9 (2d6 + 2) bludgeoning damage plus 13 (3d8) necrotic damage.
Frightful Presence. Each creature of the engorger's choice that is within 120 feet of the engorger and aware of it must succeed on a DC 11 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the engorger's Frightful Presence for the next 24 hours.
Description
A dualblood engorger is a scarlet ooze made from the blood of a mortal and a demon lord. They stalk the depths of the world, attacking their prey from the shadows and gorging themselves upon the blood of other creatures.
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