Large Aberration, Chaotic Evil
Armor Class 13 Natural Armour
Hit Points 115 (10d12 + 50)
Speed 20 ft., Burrow 20 ft., Climb 20 ft.
STR
18 (+4)
DEX
6 (-2)
CON
20 (+5)
INT
5 (-3)
WIS
8 (-1)
CHA
7 (-2)
Saving Throws CON +8
Condition Immunities Charmed
Senses Blindsight 60 ft, Passive Perception 12
Languages Deep Speech
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

Death Throws. When the chaos mutant dies, it explodes, and each creature within 5 feet of it must make a DC 12 Dexterity saving throw, taking 35 (10d6) acid damage on a failed save.

Mutant Fortitude. If damage reduces the chaos mutant to 0 hit points, it must make a Constitution saving throw with a DC equal to damage taken, unless the damage is from a critical hit. On a success, the chaos mutant drops to 1 hit point instead.

Actions

 

Multi-Attack. The Chaos Mutant Can attack twice with its tentacle attack.

Tentacle. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 6) bludgeoning damage, and the target is grappled (escape DC 13). The chaos mutant has four tentacles, each of which can grapple only one target.

Bonus Actions

Acidic Squeeze. You may choose to squeeze enemies grappled by your tentacles to deal an additional 7 (2d6) acid damage.

Reactions

Opportunity attack. Choose to make a tentacle attack to any who attempt to leave your reach.

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

Chaos mutants are loathsome creatures of darkness. Once ordinary humanoids, foul sorcery has made them into slimy tentacled horrors. They have forgotten their previous lives and descended into animalistic savagery.

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

Habitat: Underdark

Brokiris

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