Huge Aberration, Chaotic Evil
Armor Class 9
Hit Points 142 (15d12 + 27)
Speed 20 ft., Swim 10 ft.
STR
24 (+7)
DEX
8 (-1)
CON
17 (+3)
INT
5 (-3)
WIS
10 (+0)
CHA
6 (-2)
Saving Throws CON +7
Damage Vulnerabilities Fire
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Acid
Condition Immunities Prone
Senses Darkvision 60 ft., Passive Perception 10
Languages Only languages it knew in life
Challenge 9 (5,000 XP)
Proficiency Bonus +4
Traits

Aberrant Ground. The ground in a 10-foot radius around the flesh unit is doughlike difficult terrain. Each creature that starts its turn in that area must succeed on a DC 17 Strength saving throw or have its speed reduced to 0 until the start of its next turn.

Gibbering. The flesh unit babbles incoherently while it can see any creature and isn't incapacitated. Each creature that starts its turn within 20 feet of the flesh unit and can hear the gibbering must succeed on a DC 17 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.

Legendary Resistance (3/Day). If the flesh unit fails a saving throw, it can choose to succeed instead.

Regeneration. The flesh unit regains 15 hit points at the start of its turn. If the troll takes fire damage, this trait doesn't function at the start of the troll's next turn. The troll dies only if it starts its turn with 0 hit points and doesn't regenerate.

Actions

Multiattack. The flesh unit makes one bite attack and, if it can, uses its Blinding Spittle.

Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one creature. Hit: 21(4d6+7) piercing damage. If the target is Medium or smaller, it must succeed on a DC 17 Strength saving throw or be knocked prone. If the target is killed by this damage, it is absorbed into the flesh unit.

Blinding Spittle (Recharge 5–6). The flesh unit 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 17 Dexterity saving throw or be blinded until the end of the flesh unit's next turn.

Legendary Actions

The flesh unit can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The flesh unit regains spent legendary actions at the start of its turn.

Bite. The flesh unit makes a bite attack.

Move. The flesh unit can move up to its movement.

Previous Versions

Name Date Modified Views Adds Version Actions
8/2/2021 4:16:19 AM
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1
Coming Soon
8/2/2021 6:09:11 AM
6
0
2
Coming Soon

Habitat: UnderdarkUrban

GarrenTheGreen01

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