Large Monstrosity, Chaotic Evil
Armor Class 16 Natural Armor
Hit Points 67 (9d10 + 18)
Speed 50 ft., Climb 50 ft., Burrow 5 ft.
STR
18 (+4)
DEX
14 (+2)
CON
15 (+2)
INT
11 (+0)
WIS
17 (+3)
CHA
16 (+3)
Skills Perception +6, Stealth +15, Survival +6
Damage Vulnerabilities Fire
Damage Immunities Poison
Condition Immunities Charmed, Paralyzed, Poisoned
Senses Darkvision The beast can see normally in darkness and magical darkness, Tremorsense 15', Passive Perception 16
Languages Common, Deep Speech, Telepathy 60 ft.
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Traits

Charge. If the beast moves at least 20 feet straight toward a target and then hits it with a tentacle attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.

Innate Spellcasting. The beast’s innate spellcasting ability is Charisma (spell save DC 14). The unicorn can innately cast the following spells, requiring no components:

At will: detect magic, blade ward, pass without trace

1/day each: darkness, dispel magic, entangle

Magic Resistance. The beast has advantage on saving throws against spells and other magical effects.

Immutable Form. The beast is immune to any spell or effect that would alter its form.

Amorphous. The beast can move through a space as narrow as 1 inch wide without squeezing.  If the beast is reduced to 34 hitpoints or lower, it reduces in size to medium and takes a -2 penalty on its attack damage.  The beast keeps this penalty even if healing until it is above 34 hp and it consumes a corpse (it can consume a dead creature as part of its attack)

Actions

Multiattack. The beast makes two attacks with its tentacles. If it hits, the player gets an athletics or acrobatics check to avoid getting grabbed (dc14).  If a character is grabbed they are immediately pulled adjacent to the beast, are restrained, and take 1d8+4 piercing damage as the beast pulls them into one of its many mouths and chews on them.

Tentacles. Melee Weapon Attack: +7 to hit, reach 15 ft., one target. Hit: 11 (1d8 + 4) bludgeoning damage.

Legendary Actions

The beast can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The unicorn regains spent legendary actions at the start of its turn.

Tentacles. The beast makes one attack with its tentacles.

Spell. The beast casts a spell

Heal Self. The beast magically regains 11 (2d8 + 2) hit points.

Description

The creature is a large mass of moist red flesh.  It is covered in writhing tentacles and toothy maws.  Its form is dotted with yellow unblinking eyes seemingly at random.

Lair and Lair Actions

If the beast successfully grapples 2 characters, or has one grappled and is losing, it will turn tail and run back to its lair.

In the beasts lair it can use its 1/day spell at will and does not need to concentrate to maintain its spells.

In its lair, the beast in always under the effects of pass without a trace

In its lair, the beast has an unlimited number of legendary actions per turn

The beasts lair is a cave system covered in writhing tentacles and an occasional mouth.  The beast is considered to have tremorsense throughout its entire lair.

The beast has hidden several deposits of biomass around its lair, it can as an action or a legendary action consume one and regain 20 HP and return to large size (if above 34 HP).

 

C00perton

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