Large Aberration, Neutral
Armor Class 9
Hit Points 67 (9d8 + 27)
Speed
STR
10 (+0)
DEX
8 (-1)
CON
16 (+3)
INT
3 (-4)
WIS
10 (+0)
CHA
6 (-2)
Condition Immunities Prone
Senses Passive Perception 10
Languages --
Challenge 2 (450 XP)
Proficiency Bonus +2
Traits

Aberrant Ground. The ground in a 10-foot radius around the sculpture is doughlike difficult terrain. Each creature that starts its turn in that area must succeed on a DC 10 Strength saving throw or have its speed reduced to 0 until the start of its next turn.

Gibbering. The sculpture babbles incoherently while it can see any creature and isn’t incapacitated. Each creature that starts its turn within 20 feet of the sculpture and can hear the gibbering must succeed on a DC 10 Wisdom saving throw. On a failure, the creature can’t take reactions until the start of its next turn and rolls a d8 to determine what it does during its turn. On a 1 to 4, the creature does nothing. On a 5 or 6, the creature takes no action or bonus action and uses all its movement to move in a randomly determined direction. On a 7 or 8, the creature makes a melee attack against a randomly determined creature within its reach or does nothing if it can’t make such an attack.

Actions

Multiattack. The sculpture makes one bite attack and, if it can, uses its blinding spittle.

Bites. Melee Weapon Attack: +2 to hit, reach 5 ft., 1 target. Hit: 17 (5d6) piercing damage.  If the target is Medium or smaller, it must succeed on a DC 10 Strength saving throw or be knocked prone. If the target is killed by this damage, it is absorbed into the sculp

Blinding Spittle (Recharge 5—6). The sculpture spits a chemical glob at a point it can see within 15 feet of it. The glob explodes in a blinding flash of light on impact. Each creature within 5 feet of the flash must succeed on a DC 13 Dexterity saving throw or be blinded until the end of the sculpture’s next turn.

Bonus Actions

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

Reactions

Reaction Name. Enter the description for your action.

Legendary Actions

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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

Enter a general description for your monster here.

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: aberration

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