Armor Class 18 Natural Armor
Hit Points 210 (20d10 + 100)
Speed 5 ft.
STR
24 (+7)
DEX
15 (+2)
CON
20 (+5)
INT
10 (+0)
WIS
19 (+4)
CHA
10 (+0)
Saving Throws STR +12, CON +10
Damage Vulnerabilities Fire
Damage Resistances Necrotic, Piercing
Damage Immunities Poison
Senses Passive Perception 14
Languages Languages the Host Knows
Challenge 14 (11,500 XP)
Proficiency Bonus +5
Traits

Resistance. The Writhing Flesh is resistant to piercing and necrotic damage.

Immunities. The Writhing Flesh is immune to poison damage.

Weaknesses. The Writhing Flesh is weak to fire damage.  

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

Gemstone Link. The Writhing Flesh can use its telepathy to initiate and maintain telepathic conversations with its controller.

Actions
 

Flesh Arm. Melee Weapon Attack:  +7 to hit, reach 30 ft., one target. Hit: 20 (4d8+2) bludgeoning damage. If the target is a Large or smaller creature, it gets grappled and takes 9 (1d8+5) necrotic damage at the start of each of its turns until the grapple ends.

Vile Cannon. Ranged Weapon Attack: +2 to hit, reach 70 ft., one target. Hit: 18 (4d8) poison damage. Target makes a DC 14 CON saving throw or take 1d8 poison damage at the beginning of its turn.

Rotten Gas. (Recharge 5-6) The Writhing Flesh emits a cloud of gas emitted by the rotting corpses that make up part of the Writhing Flesh's body. Creatures within 20 feet of the Writhing Flesh must succeed on a DC 15 Con saving throw or take 32 (5d10+5) poison damage and be stunned for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Raise Flesh. (Recharge 2-4) The Writhing Flesh can use its magic gemstone to raise two Gibbering Mouthers from the pile of bodies surrounding the Writhing Flesh. This will expose the gemstone from the body of the Writhing Flesh for the rest of the initiative round.

Necrotic Absorption. The Writhing Flesh grapples onto any target within 30 ft. and attempts to absorb them into its mass. The grappled target must make a CON saving throw dependent on the type of armor its wearing (DC 10 for Heavy Armor, DC 12 for Medium Armor, DC 14 for Light Armor, and DC 15 for Unarmored). On a failed save the target takes 21 (4d8+3) necrotic damage and half that on a success. The Writhing Flesh gains hit points equal to half the damage done to the target.

 
Legendary Actions
 

The Writhing Flesh can take 1 legendary action, choosing from the options below. It can take only one legendary action at a time and only at the end of another creature’s turn. The elder brain regains spent legendary actions at the start of its turn.

Flesh Arm. The Writhing Flesh makes a Flesh Arm attack.

Frightful Presence. The Writhing Flesh lets out a roar using the vocals of every body that makes up its own body. Any creature within 40 feet must make a DC 13 Wisdom Saving Throw or become frightened. 

Bone Shield. The Writhing Flesh can conglomerate hunks of bone from its body to create a shield that adds 4 to the Writhing Flesh's AC.

Description

The Writhing Flesh is an amalgamation of living and dead flesh that was grafted together using magic. This particular monster also has a gemstone grafted to is that contains psionic energy, which can be used to link the minds of the Writhing Flesh. Any living flesh that is grafted to the Writhing Flesh becomes under its control as the brainwaves from the living creature are nullified by the Writhing Flesh. Dead flesh is controlled by grafting the dead nerves to living ones, allowing a transmission of electric current to dead and dying muscles. At the center of this Writhing Flesh is a host, a person who willingly underwent the grafting process and exerts control over all flesh that was grafted to them. The shape of the Writhing Flesh is completely up to the host to take.

Previous Versions

Name Date Modified Views Adds Version Actions
8/17/2022 4:28:16 PM
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JacobKoi

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