Gargantuan Monstrosity, Chaotic Neutral
Armor Class 12 Metal Body
Hit Points 120 (4d20)
Speed 10 ft., Climb 10 ft.
STR
15 (+2)
DEX
14 (+2)
CON
13 (+1)
INT
15 (+2)
WIS
14 (+2)
CHA
13 (+1)
Saving Throws STR +7, INT +7
Skills History +16
Damage Resistances Fire
Damage Immunities Cold, Necrotic, Poison
Condition Immunities Charmed, Frightened, Grappled, Petrified, Poisoned
Senses Truesight, Passive Perception 15
Languages Abyssal, Common cant speak, can read and write., Deep Speech
Challenge 16 (15,000 XP)
Proficiency Bonus +5
Traits

 

Axiomatic Mind.

  • The monster can’t be compelled to act in a manner contrary to its nature or its instructions.

Aggressive.

  • As a bonus action, the monster can move up to its speed toward a hostile creature that it can see.

Berserk.

  • Whenever the monster starts its turn with 60 hit points or fewer, roll a d6. On a 6, the monster goes berserk. On each of its turns while berserk, the monster attacks the nearest creature it can see. If no creature is near enough to move to and attack, it will instead attack an object. With preference for an object smaller than itself. Once it goes berserk, it continues to do so until it is destroyed or regains all its hit points.

Constrict.

  • If the monster grapples a target, the target is restrained and must succeed on a DC 14 Strength saving throw to break free.

Heart of Hrugekk.

  • The monster has advantage on saving throws against being charmed, frightened, paralyzed, poisoned, stunned, or put to sleep.

Immutable Form.

  • The monster is immune to any spell or spell effect that would alter its form.

Mimicry.

  • The monster can mimic sounds it has heard, including voices. Creatures that hear the sounds can tell they are imitations with a successful Wisdom (Insight) check opposed by your Charisma (Deception) check.

Spider Climb.

  • The monster can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Undying Evil.

  • If the monster is destroyed, it regains all its hit points and reappears at a nearby location in 24 hours unless a remove curse spell is cast on its remains.

Soulless.

  • Somehow lost their soul or a part of it. Alignment is shifted toward neutral on one axis. no soul trapping
Actions

 

Robotic Limb. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage.

Bite. Melee Weapon Attack: +10 to hit, reach 10ft., one target. Hit: 33 (4d12 + 7) piercing damage. If the target is a Medium or smaller creature, it is grappled (escape DC 17). Until this grapple ends, the target is restrained, and the monster can't bite another target.

Wire Hit. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) bludgeoning damage and 2 (1d6 +2) electric damage.

 Constrict. Melee Weapon Attack: + 10 to hit, reach 5 ft., one Large or smaller creature. Hit: 17 (2d10 + 6) bludgeoning damage plus 17 (2d10 + 6) slashing damage. The target is grappled (escape DC 16) if the monster isn't already constricting a creature, and the target is restrained until this grapple ends.

Fling. One Large or smaller object held or creature grappled by the monster is thrown up to 60 feet in a random direction and knocked prone. If a thrown target strikes a solid surface, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 18 Dexterity saving throw or take the same damage and be knocked prone.

Tendril. Melee Weapon Attack: +7 to hit, reach 50 ft., one creature. Hit: The target is grappled (escape DC 15). Until the grapple ends, the target is restrained and has disadvantage on Strength checks and Strength saving throws, and the monster can't use the same tendril on another target.

Tentacles. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 15 (2dl0 + 4) psychic damage. If the target is Medium or smaller, it is grappled (escape DC 15) and must succeed on a DC 15 Intelligence saving throw or be stunned until this grapple ends.

Tentacle Slam. The monster slams creatures grappled by it into each other or a solid surface. Each creature must succeed on a DC 14 Strength saving throw or take 10 (2d6 + 3) bludgeoning damage and be stunned until the end of the monster's next turn. On a successful save, the target takes half the bludgeoning damage and isn't stunned.

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

The Blob is an amalgamation of all the robotic parts of the animatronics that the souls of Springtrap's first batch of victims were bound to, made of all their agony and pain, fueled only by rage and hate towards the Springtrap. The Blob is 11'5" tall, made of grey burnt wires and robotic parts, it has a dirty white and pink robotic bear face, black scleras and irises with red pupils, a small black top hat, and lots of tentacles.

Lair and Lair Actions

Deep underneath Freddy Fazbear's Pizza Place, the burnt down pizzeria that Freddy Fazbear's Mega Pizzaplex was built upon, is where the Blob lies, waiting, listening..

Lair Actions

On initiative count 20 (losing initiative ties), the Blob takes a lair action to cause one of the following effects; the Blob can’t use the same effect two rounds in a row:

  • Grasping tentacles erupt in a 20-foot radius centered on a point on the ground that the monster can see within 120 feet of it. That area becomes difficult terrain, and each creature there must succeed on a DC 15 Strength saving throw or be restrained by the tentacles. A creature can be freed if it or another creature takes an action to make a DC 15 Strength check and succeeds. The tentacles retract when the monster uses this lair action again or when the monster dies.
  • Until initiative count 20 on the next round, any non-undead creature that tries to cast a spell of 4th level or lower in the monster's lair is wracked with pain. The creature can choose another action, but if it tries to cast the spell, it must make a DC 16 Constitution saving throw. On a failed save, it takes 1d6 necrotic damage per level of the spell, and the spell has no effect and is wasted.

 

Monster Tags: Misc Creaturemonstrosity

Habitat: Underdark

HornetsNeedle

Comments

Posts Quoted:
Reply
Clear All Quotes