Multiattack. Can Attack three times per turn. If able it uses Spit, Grappling Flesh and Aim (only if the Scout is active, see Lair Actions) one time each. It can always use Tentacle.
Regeneration. Apotheose des Fleisches regenerates 20 (4d10) hit points at the start of its turn as long as it hasn't received fire damage the previous turn.
Rebirth (Once per long rest). If the Apotheose des Fleisches is reduced to 0 hit points it regenerates all of them and all personalities are active at the same time for the next 8 hours.
Legendary Resistance (4/Day). If the Apotheose des Fleisches fails a saving throw, it can choose to succeed instead.
Fire Vulnerability. The Apotheose des Fleisches always receives double fire damage. It also loses Regeneration and physical resistances till the start of its turn if it receives fire damage.
Magical. The natural weapons of Apotheose des Fleisches are magical.
Three Reactions. Apotheose des Fleisches has three reactions per turn.
Creature Sense. The Apotheose des Fleisches is aware of the presence of creatures within 5 miles of it that have an Intelligence score of 4 or higher. It knows the distance and direction to each creature, as well as each one’s Intelligence score, but can’t sense anything else about it. A creature protected by a mind blank spell, a nondetection spell, or similar magic can’t be perceived in this manner.
Plane Shift Immunity. The Apotheose des Fleisches can not be send to another plane. It automatically succeeds in saving throws for spells or abilities trying to send it away. It also anchors creatures it is connected to through Creature Sense and prevents them from plane shifting.
Grappling Flesh. Natural Weapon Attack: +9 to hit, reach 10 ft., 1 target. Hit: 8 (2d6 + 5) [Bludgeoning] damage. If a target is hit by Grappling Flesh they have to do a Grappling Check. If it fails the target is grappled. The target receives Hit: 6 (2d6) [Necrotic] damage every time they start their turn while grappled this way.
Spit. Natural Weapon Attack: +9 to hit, reach 120 ft., 1 target. Hit: 6 (2d4 + 5) [Force] damage. If a target is hit by Spit it has to do a DC 17 Wisdom saving throw. If it fails it has to use its reaction to move half its movement speed towards Apotheose des Fleisches.
Tentacle. Natural Weapon Attack: +9 to hit, reach 10 ft., 1 target. Hit: 11 (3d6 + 5) [Bludgeoning] damage.
Aim. Can only be used if the Scout is active (See Lair Actions) Martial Ranged Attack: +4 to hit, reach 120 ft., 1 target. Hit: 12 (1d10 + 10 + 5) [Piercing] damage.
Mind Blast. (Recharge 3–4). Can only be used if the Maiden is active (See Lair Actions) Creatures of the Apotheose des Fleisches choice within 160 ft. must succeed on a DC 16 intelligence saving throw. On a failure it takes Hit: 32 (3d8 + 5) [Psychic] damage and is stunned till the end of their next turn.
Spellcasting. Can only be used if the mage is active (See Lair Actions). The Apotheose des Fleisches can casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 16):
3/day each: Hold Person, Dispel Magic, Lightning Bolt, Counterspell
2/day each: Cloudkill
1/day each: Disintegrate
Sink. The Apotheose des Fleisches starts controlling an area of flesh for the next 8 hours. An area of 10 feet radius becomes difficult terrain and creatures starting their turn in it receive Hit: 6 (2d6) [Necrotic] damage. If a creature ends its turn inside that area it has to do a grapple contest with the Apotheose des Fleisches. It can't move while it is grappled. There is no limit on how many areas the Apotheose des Fleisches can controll at the same time.
Spellmimic. The Apotheose des Fleisches can mimic any single target non-fire damage spell it is cast directly at it and cast it back to the original caster. The DC is the original casters DC, the damage is rolled by the original caster. The Apotheose des Fleisches can hold mimiced concentration spells without holding concentration or hold them for 1d6 turns at the DMs discretion.
Grapple. The Apotheose des Fleisches can use Grappling Flesh as an opportunity attack.
Catch (Costs 1 Actions). If a creature flies or hovers over an area that is affected by Sink the Apotheose des Fleisches can create an arm with too many joints that tries to catch it. The creature has to make a DC 16 dexterity saving throw. If it fails the saving throw it receives Hit: 6 (2d6) [Bludgeoning] damage and has to do a grapple contest or is grappled. The Apotheose des Fleisches is then dragging the target down by 10 ft. every turn till it is on the ground.
Break Concentration (Costs 2 Actions). Can only be used if the Apotheose des Fleisches has grappled a target that is holding concentration on a spell. The Apotheose des Fleisches can pierce the mind of a creature it is grappling and cause Hit: 18 (3d12) [Psychic] damage and shatters its concentration, ending the spell it is concentrating on.
Spellcasting (Costs 1 Action). If the Mage is active (See Lair Actions) the Apotheose can cast a spell as a legendary action.
Silent Scream (Costs 1 Action). If the Maiden is active (See Lair Actions) the Apotheose can probe one creatures mind if it can sense it through Creature Sense. The creature has to make a DC 17 intelligence saving throw or take Hit: 9 (3d6) [Psychic] damage.
Hate (Costs 1 Action). Can use Spit or Grappling Flesh. Can also use Aim if the Scout is active.
Fleshzombie (Costs 1 Action). If the Guard Captain is active the Apotheose des Fleisches can summon a Fleshzombie at a point within its flesh substance. Flesh Zombies act directly after the Apotheose des Fleisches.
Description
Creature is WIP.
Living Flesh. The Apotheose des Fleisches is found in an area covered in a fleshy substance where the Apotheose is nestled into. It can control that flesh to a degree.
This creature is supposed to be variable at the DMs discretion. Not everything has to be used.
Lair and Lair Actions
On initiative count 20 (losing initiative ties), the Apotheose des Fleisches takes a lair action to cause the following effect:
Roll a 1d4. The Apotheose des Fleisches gains one of the following additionally to its normal abilities till the next Lair action.
- 1 - The Maiden. Uses Mind Blast if available, otherwise rolls for recharge. Can use Silent Scream as a legendary action.
- 2 - The Guard Captain. Uses Flesh Zombie as an legendary action and summons it in a location withing 120 ft.
- 3 - The Scout. Can use aim, either as an attack or legendary action.
- 4 - The Mage. Can cast spells according to the spell list. Can cast spells as a legendary action.
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