Large Aberration, Neutral Evil
Armor Class 20 Natural Armour
Hit Points 100 (12d12)
Speed 30 ft.
STR
20 (+5)
DEX
4 (-3)
CON
20 (+5)
INT
3 (-4)
WIS
3 (-4)
CHA
10 (+0)
Saving Throws STR +8, CON +8
Damage Immunities Poison
Condition Immunities Blinded, Exhaustion, Frightened, Poisoned
Senses Blindsight 30 feet, Passive Perception 16
Languages --
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

Turn Resistance. The zombie has advantage on saving throws against any effect that turns undead.

Undead Fortitude. If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead.

Innate Spellcasting. The zombie's innate spellcasting ability is Wisdom (spell save DC 11, +3 to hit with spell attacks). The zombie can innately cast the following spells, requiring no components:

At will: chill touch, ray of frost
1/day each: detect magic, false life, ray of enfeeblement, thunderwave

Actions

Multiattack. The zombie makes two slam attacks.

Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.

Charge. The Bloater charges and if it hits can make it’s multi attack. Must move at least 10 feet. +6 to hit. Hit: 11 (1d10 + 4) bludgeoning. Must make a dc 15 strength saving throw or be knocked prone. 

Spore Bomb.  RangedWeapon Attack: +# to hit, range 30ft., # target. Hit:  (2d8 + 5) [Acid] damage.

Legendary Actions

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

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

The final stage of infection, bloaters are big, mean and hard to kill. Their body’s are covered in overgrown fungal plates that act like armour and the are capable of throwing acidic spore bombs. 

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.

SunWukongTheMonkeyKing

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