Large Monstrosity, Chaotic Evil
Armor Class 12 (natural armor)
Hit Points 84 (8d10 + 40)
Speed 30 ft.
STR
18 (+4)
DEX
13 (+1)
CON
20 (+5)
INT
7 (-2)
WIS
9 (-1)
CHA
7 (-2)
Senses Blindsight 30 feet, Darkvision 60 ft., Passive Perception 12
Languages --
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Traits

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

Chaotic Presence. When a melee attack hits the Chaos Growth the attacker has to roll a d20, below a 5, and the roll on the following table to see the effect.

  1. The attacker must roll a Strength saving throw or lose their weapon to the creature. 
  2. The weapon that attacked Chaos Growth turns into 1. Stone, 2. Wood, 3. Filth, 4. Make one up, you're a DM. If the weapon is magical, roll a 1d20, add its rarity, if it gets below ten, it stays the material for a minute, if above, it does not change. If the weapon is non-magical is stays the material forever.
  3. The weapon that attacked Chaos Growth ‘Glitches out’ And breaks into pieces if non-magical
  4. Chaos Growth spews acrid liquid, the attacker takes 2d6 poison damage
  5. Chaotic transmutation energy infuses the attacker, have them roll a con or charisma saving throw, using the creatures chaos blast DC, on a failure they are stunned for an hour, they can repeat this saving throw at the end of each of their turn. If they stay stunned the full hour, they die and turn into a random material. 
  6. The Attacker must roll a Strength saving throw or be absorbed into the creature.

Spell Resistance. Chaos Growth has advantage on saving throws against spells, if it rolls a natural 20 on a saving throw, a wild magic effect occurs. Transmutation spells have no effect on Chaos Growth.  But, if a dispel magic is cast on the creature, the caster must roll as if they are dispelling a six-level spell, on a success, the creature takes 30 damage and does not regenerate next turn.

Actions

Multiattack. The Chaos Growth makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage.

Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.

Reality Shatter (Recharge 6). A blast of transmutation energy rips reality around the creature, materials change, objects break. Everyone within a 5o foot radius must make a Charisma or Constitution saving throw (Save DC 15) on a failure they take 2d6 force damage, and now must succeed DC 12 strength or fall into the XXX, being absorbed. All loose items medium or smaller are also absorbed into the creature.

An absorbed creature must roll a DC 18 construction saving throw, on a failure they take 2d6 poison damage, and 2d6 force damage, and becomes incapacitated. On a success, they are restrained and can take their turn to either make a strength check (DC 20) to get free, or a Wisdom check, (DC 20) to delve deep into the psychic of the creature, taking 4d6 psychic damage on a failure, but on a success deal 5d6 psychic damage to Chaos Growth, the creature does not regenerate, and if they creature wishes they are expelled out of the Chaos Growth

 

Description

A disgusting beast, created from strange transmutation magic gone awry, combing multiple animals, filth, and the environment around into a mass of dangerous flesh and energy. Commonly found in sewers beneath magic metropolises, places where potions runoff, or where magic has corrupted the land.

Monster Tags: abberationconstruct

Habitat: SwampUnderdarkUrban

andrewknorpp

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