Gelatinous protection
Uumuu has a Gelatinous force-field surrounding its vulnerable core, it has 50 hit points and fully regenerates at the start of its turn, whilst the force field is up it has immunity to slashing, bludgeoning and force damage. The shield can be disabled for one round if it takes more than 50 piercing damage in one turn or is attacked with an explosive.
Lightning Lover; When hit with lightning damage Uumuu heals the amount of damage it would have take
Rejuvenation; Uumuu only dies if she is reduced to zero hit points and takes more damage before she can heal using any of their healing abilities or is struck by lighting
C
Hover. While not attacking, Uumuu hovers around the area, slowly chasing a random party member(15ft) , If it makes contact deals 4d4 bludgeoning damage.
Burst: Uumuu fills the nearby area (50ft) with small bursts of lightning. Each lightning burst lasts about one second. Any character apart from Uumuu must make a dexterity saving throw of 15 or take 10d4 lightning damage The entire attack lasts for about two and a half seconds. This heals Ummu 5d10 or gives their shield an extra 25 temp HP for the rest of this round..
Chase: Uumuu creates a small burst of lightning where a character is (range 30ft). Uumuu continues to create a new small burst of lightning every second for about six seconds. Each burst persists for about two seconds. Each new burst appears where the character is, so constant movement is necessary. the character must make a Dex saving throw of 12 or take 4d4 lighting damage. They must do this 6 times in total and once they fail one saving throw they automatically fail the rest but take 4d4 less total damage.
Lightning conduit; can cast lightning (at level 5) at will as an action requiring no components.
As a bonus action Uumuu can float straight up 30ft then back down a turn later to evade enemies and to deal 4d4 thunder damage on her return in a 15ft radius. Whilst in the air cannot use any other actions than to return and can only use this once every three turns.
Reaction Chase. If a character tries to move further than 30ft away from Uumuu and started their move at the most 25ft away and Uumuu hasn't used a bonus action this turn they use a free Chase on that character.
Has three legendary actions that refresh completely on a roll of 6 at the beginning of its turn
Ram; (costs 1 action) Moves up to 15ft then performs a Hover attack.
Corner; (costs 2 actions) Performs two Chase attacks on the same hostile, making the Dex save 16 each time and the damage 6d6.
Triple burst; (costs 3 actions) Uses burst attack three times in quick succession making the Dex save an 18 but the accumulative damage is 15d6 (lightning) instead of the 30d4 if they were done separately.
Hunt; (costs 3 actions) Performs three Chase attacks on three different players but they only have to do three saves but they are all Dex 14 and each failure rewards 6d6 lightning damage
Has 3 Mythic actions that refresh completely after 5 turns
Undying Aberration (Costs 3 Actions). Can use as a reaction to being hit or when put down to 0 hit points, fully recharges and activates its shield and heals its core 5d20.
Description
A large seemingly infected core of intelligence surrounded by an impenetrable gelatinous shell with comparatively small tendrils waving in a non-existent wind below. What looks like lightning flashes between the core and the shield periodically.
Lair and Lair Actions
Uumuu lives in a pool of acid in the centre of The Teachers Archives
Lair Actions
On initiative count 18+, Uumuu takes a lair action to cause one of the following effects; Uumuu can’t use the same effect two rounds in a row:
- Summon: Uumuu emits a screech and summons two Oomas that slowly float up until they reach a height of 100ft or are hit by any projectile or attack. Their cores, once exposed(by attacks) , explode in a 5ft dealing 3d6 force damage and 2d6 fire damage, if they intercept any physical. Getting these Oomas' explosive cores to collide with Uumuu breaks its shield while also dealing 10d4 damage to Uumuu. Uumuu is invulnerable to the Oomas while screeching to summon more.
- Commanding presence: moves every entity of Uumuu's choosing in a 50ft radius 5ft or 15ft if they are being moved closer to Uumuu but only if they fail a con save of 12.
The region containing Uumuu lair is Electronically unstable, which creates one or more of the following effects:
- Watch your step; Areas of the floor are covered with acid, whenever you move roll a d20, if it is 5 or under you take 2d4 acid damage.
- Something in the air; At the beginning of your turn roll at d20, on a 5 or under you take 1d4 lightning damage, this also applies to Uumuu but they have to roll above a 5 and then heal for 1d4 instead.
If Uumuu dies, these effects fade over the course of 5d4 days.
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