Large Aberration (Any Race), Any Evil Alignment
Armor Class 16 Natural Armor
Hit Points 118 (15d12 + 10)
Speed 40 ft., The creature often moves in a bob and weave pattern, staying closer towards the ground and slinking almost
STR
17 (+3)
DEX
16 (+3)
CON
13 (+1)
INT
12 (+1)
WIS
10 (+0)
CHA
16 (+3)
Saving Throws STR +8, DEX +8
Damage Vulnerabilities Fire, Radiant
Damage Resistances Necrotic
Damage Immunities Psychic
Condition Immunities Charmed
Senses Darkvision, Passive Perception 14
Languages Only knew languages that it knew in life
Challenge 13 (10,000 XP)
Proficiency Bonus +5
Actions

Bone Whip Using the almost tendril-like whips covered in miscellaneous bones, the fleshling strikes at the victim, the sharp bones digging into their flesh if they have any and it has the potential to hook into the victims skin, dragging it in the beasts desired direction for a whole 30ft. The victim can make a strength saving throw to attempt to weigh down the pickup attack, but automatically takes 20 piercing damage plus 3d6 if the victim is being dragged. If the victim hits a wall or is slammed against something it is up to the DM's discretion whether or not they take an additional 10 bludgeoning damage. 

Bone Swipe The flesh creature when in 10 ft of a player can extend one of its rigid fleshy arms and extend it to attempt to scratch the victim. If the creature successfully hits the victim it does 2d12 + 6 piercing damage. 

Flying Flesh Using momentum, the flesh creature can prepare for this attack, it can use its bone whip tendrils to dig into its back, taking 10 piercing damage to itself. Doing this the creature can wail one of the flesh balls at a max of three victims. The creature has to make separate rolls to see if individual ones hit though. It can throw these up to 75ft and if the victim is hit with this they take 3d10 + 5 piercing damage due to the bones mixed in within the flesh as well as teeth. 

Reactions

Grapple In defense, if a player misses its attack on the creature and it is within a 10ft radius, then the fleshling has the ability to use two tendrils and grab the victim. The victim automatically takes 10 piercing damage and only they are restrained, though they can still cast verbal spells and may be able to wriggle free or try and attack at the DM's discretion. 

Legendary Actions

Corruption If a victim ingests or gets any blood from the creature into its system and fails its constitution saving throw, then they will suffer from the condition of corruption. Within the first day, the victim will begin to have fainting spells, occasionally getting weak and finding that they may pass out occasionally. If this Corruption is not treated within the first three days by any means, then it will continually progress. The victim beginning to suffer from continually worse symptoms for the following week. 

  • fainting spells 
  • fevers (2nd - 4th days)
  • overwhelming voices (3rd - 5th days)
  • Feeling as if there is something beneath their skin (4th - 7th skin, if they begin to suffer from this symptom, then the victim begins to continually itch and scratch at their own skin until stopped or they pull a chunk of flesh off and the pain subsides for the next two hours)
  • Laughter at inappropriate times (6th day only)
  • Performing abnormal rituals on the daily (3rd-6th day, this may mean that the victim may have to touch every stone in a wall and if they do not they may feel as if something terrible is going to happen to them etc.)
  • No longer acting out of their own free will (7th day, this means that the victim is fully corrupt and no longer acts out of their free will)  

The fleshling can only corrupt a maximum of two people before they themselves begin to decay, and they can choose whom they can corrupt. They often are believed to corrupt people only when ordered to by the higher voice commanding them. 

Description

The general anatomy and physiology of a Fleshling are unknown as to how it is determined. The creature appears as a conglomeration of two to three creatures, they appear to be humanoid in nature though no features can be recognizable considering what's left of their face is usually bone that may be at times broken and jagged into spires and sharp edges. Normally they have two arms found somewhere on the body, and it stands on three joins (legs or arms or a mix). It has tendrils almost, covered in jagged bones that are often used for slashing its victims. It's quite disgusting and revolting in nature and often comes with the rotting smell of flesh. The creature can speak but only from one of the however many heads that it may have, and often that speech is not in common and hard to decipher. 

Monster Tags: abberationmonstrosity

Habitat: ForestMountainUnderdark

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