Huge Monstrosity, Chaotic Evil
Armor Class 15 Bone and flesh
Hit Points 180 (10d20 + 80)
Speed 20 ft.
STR
26 (+8)
DEX
6 (-2)
CON
25 (+7)
INT
10 (+0)
WIS
10 (+0)
CHA
16 (+3)
Saving Throws STR +14, CON +13, WIS +6
Damage Vulnerabilities Acid
Damage Resistances Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Poison, Psychic
Senses Blindsight 30ft, Passive Perception 25
Languages All Previous languages of creatures collected in its biomass Any language that has been known to any creature consumed by the biomass.
Challenge 20 (25,000 XP)
Proficiency Bonus +6
Traits

Hideous Form. Have players roll wisdom save to not become frightened by the creature. Dc wisdom save of 14 for 1 minute, the target can remake the save at the end of their turn.

Collective Mind. The creature has many minds interacting within it. Anything that tries to detect its thought or uses physic damage against it. The mind floods the mind of the castor or invader of the mind. Players will need to make a wisdom save of 14 you not be paralyzed for 1 minute.

Actions

Multi-attack. This creature can make 5 attacks.

Innard. Melee Weapon Attack: +10 to hit, reach 20 ft., 1 target. Hit: 7 (2d8 + 3) [Slashing] damage. 

Spiked Innard. RangedWeapon Attack: +10 to hit, range 50/100 ft., 1 target. Hit: 18 (2d8 + 10) [pircing] damage. 

Reactions

Strangle. If the creature made a successful spiked innard attack it can use its reaction to strangle the creature with the innard. Have the creature make a DC 15 strength roll to try and break out of its grasps. If it fails, the creature being strangled takes 2d4+5 damage. If it succeeds the creature escapes the abomination's Spiked Innard.

Tripping When a creature provokes an opportunity attack, the creature can make an attack to try and trip the creature. Have the creature provoking the opportunity attack make a dex save of 16.

 

Legendary Actions

The creature has a total of 5 legendary actions per round. At the beginning of its turn, it gains 2 legendary points back.

Regeneration (Costs 1 Actions). The creature collects matter of living tissue using its innards and heals 10d10+10.

Explosive Innard (Costs 5 Actions). The creature condenses, then it shoots out a volley of spiked innards. Anyone or anything within a 30-foot radius must make a dex save of 15. If they fail then they take 4d6 of piercing damage. If they succeed they will take half the damage.

Rib cage defense (Costs 2 Actions). The creature moves its bones to where the incoming attack is coming from. Increasing its AC by +10.

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

This monster appears to be a pile of moving flesh and corpses. The smell of the creature is vile and smells of death. It has a skull that is held together by the flesh, and could easily be broken apart by the flesh and be resembled elsewhere on the pile of flesh.

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.

Monster Tags: undeadmonstrosity

Habitat: MountainSwampUnderdark

Skywarrior47

Comments

Posts Quoted:
Reply
Clear All Quotes