Gargantuan Celestial (Sorcerer, Wizard), Any Lawful Alignment
Armor Class 18 Natural
Hit Points 515 (30d20 + 200)
Speed 15 ft., As a massive slime there is a lot of mass to move and no limbs to move him quickly. Meaning he has high friction when walking. Slowing him down. , Swim 100 ft. He can liquify and reform wherever his slime reaches. This can be difficult in small environments, but will allow the massive creature to have higher stealth. Role 1d20+3 for stealth of boss
STR
20 (+5)
DEX
13 (+1)
CON
25 (+7)
INT
30 (+10)
WIS
30 (+10)
CHA
13 (+1)
Saving Throws STR +11, INT +16, WIS +16
Skills Arcana +13, Deception +5, History +10
Damage Resistances Cold, Fire, Lightning, Necrotic
Damage Immunities Acid, Poison, Psychic, Radiant; Bludgeoning, Piercing, and Slashing from Metal Weapons
Senses Blindsight 60 ft. (blind beyond this radius), Tremorsense The Yeast of Mind and Thought can sense and feel people walking around his library. This allows him to pinpoint location on a 2D plain within a 60ft radius. As it is not able to see through the books and walls. It uses this to locate intruders, Passive Perception 28
Languages All This Creature doesn't speak but uses your mind to talk to you. As it has no lungs to function bad vocals --
Challenge 20 (25,000 XP)
Proficiency Bonus +6
Traits

Ooze Cube. The cube takes up its entire space. Other creatures can enter the space, but a creature that does so is subjected to the cube's Engulf and has disadvantage on the saving throw.

Creatures inside the cube can be seen but have total cover.

A creature within 5 feet of the cube can take an action to pull a creature or object out of the cube. Doing so requires a successful DC 12 Strength check, and the creature making the attempt takes 10 (3d6) acid damage.

The cube can hold only one Large creature or up to four Medium or smaller creatures inside it at a time.

Transparent. Even when the cube is in plain sight, it takes a successful DC 15 Wisdom (Perception) check to spot a cube that has neither moved nor attacked. A creature that tries to enter the cube's space while unaware of the cube is surprised by the cube.

Spider Climb. The Slime Lord can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Regeneration. The Slime Lord heals 20 HP per turn.

Actions

Pseudopod. Melee Weapon Attack: +11 to hit, reach 20 ft., one target. Hit: 6 (4d8 + 3) bludgeoning damage plus 18 (5d12) acid damage. In addition, nonmagical armor worn by the target is partly dissolved and takes a permanent and cumulative −1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10.

Absorb. Standard Action: The Slime moves into an area containing one or more creatures. All creatures must make a DC 20 Dexterity saving throw or be swallowed into the Slime Lord. On a successful save, they are pushed 5 ft. away from the Slime Lord. Any creatures absorbed in the Slime Lord are grappled and restrained(escape DC 24) and take 8d12 acid damage per turn. If this damage kills them, the Slime Lord regains half of their maximum HP.

 

Bonus Actions

Mind Meld  when he uses this action, two players (or one depending on size of the party) have to role a successful DC 20 Wisdom saving throw, and for every player controlled they gain advantage (one player controlled means advantage, two player's means double advantage, etc.)

Reactions

Harden(use when attacked by another creature). The Brain Slime adds 5 to its AC.

 

Monster Tags: Inevitable

Habitat: ForestUnderdark

StakeMax

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