Large Aberration, Typically Lawful Evil
Armor Class 16 (natural armor)
Hit Points 180 (24d10 + 72)
Speed 15 ft., swim 45 ft.
STR
21 (+5)
DEX
7 (-2)
CON
16 (+3)
INT
18 (+4)
WIS
16 (+3)
CHA
21 (+5)
Saving Throws CON +8, INT +9, WIS +8
Skills History +14, Perception +13
Damage Resistances Acid, Psychic
Damage Immunities Poison
Condition Immunities Poisoned
Senses Darkvision 90 ft. (180 ft. while underwater), Passive Perception 23
Languages Deep Speech, Telepathy 120 ft.
Challenge 15 (13,000 XP)
Proficiency Bonus +5
Traits

Amphibious. Wroz’Kord can breathe air and water.

Legendary Resistance (2/Day). If Wroz’Kord fails a saving throw, it can choose to succeed instead.

Mucous Cloud. While underwater, Wroz’Kord is surrounded by corrupting mucus. A creature that touches Wroz’Kord or that hits it with a melee attack while within 5 feet of it must make a DC 16 Constitution saving throw or be diseased for 1d4 hours. While diseased in this way, the creature can breathe only underwater.

Probing Telepathy. If a creature communicates telepathically with Wroz’Kord, Wroz’Kord learns the creature's greatest desires if Wroz’Kord can see the creature.

Slimy Body. While underwater, opportunity attacks against Wroz’Kord have disadvantage and it has advantage on saving throws against being grappled

Actions

Multiattack. Wroz’Kord makes one Bite attack and uses Spellcasting. Alternatively, it makes three Tentacle attacks.

Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 15 (4d4 + 5) piercing damage.

Tail. Melee Weapon Attack: +10 to hit, reach 10 ft. one target. Hit: 19 (4d6 + 5) bludgeoning damage.

Tentacle. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage. If the target is a creature, it must succeed on a DC 16 Constitution saving throw or become diseased. The disease has no effect for 1 minute and can be removed by any magic that cures disease. After 1 minute, the diseased creature's skin becomes translucent and slimy, the creature can't regain hit points unless it is underwater, and the disease can be removed only by heal or another disease-curing spell of 6th level or higher. When the creature is outside a body of water, it takes 6 (1d12) acid damage every 10 minutes unless moisture is applied to the skin before 10 minutes have passed.

Enslave (4/Day). Wroz’Kord targets one creature it can see within 40 feet of it. The target must succeed on a DC 16 Wisdom saving throw or be magically charmed by Wroz’Kord until Wroz’Kord dies or until it is on a different plane of existence from the target. The charmed target is under Wroz’Kord's control and can't take reactions, and Wroz’Kord and the target can communicate telepathically with each other over any distance.

Whenever the charmed target takes damage, the target can repeat the saving throw, given that the target can't see Wroz'Kord. On a success, the effect ends. No more than once every 24 hours, the target can also repeat the saving throw when it is at least 1 mile away from Wroz'Kord.

Spellcasting. Wroz’Kord casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 18):

At will: command, friends, mind sliversleep

3/day each: dissonant whispers, hold persontasha's mind whip

2/day each: dominate person, geas, synaptic static

1/day each: dominate monster, feeblemind 

Bonus Actions

Aquatically Adept. While underwater, Wroz'Kord takes the Dash action.

Command Slave. Wroz’Kord commands one creature charmed by it to use its movement or to make an attack against another creature within 5 feet of it.

Reactions

Slave Shield. When Wroz’Kord is the only creature targeted by an attack or saving throw, it can force a creature charmed by it within 30 feet to become the target instead.

Legendary Actions

Wroz’Kord 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. Wroz’Kord regains spent legendary actions at the start of its turn.

Detect. Wroz’Kord makes a Wisdom (Perception) check.

Tail Swipe. Wroz’Kord makes one Tail attack.

Sacrificial Transference (Costs 2 Actions). One creature charmed by Wroz’Kord takes 14 (4d6) psychic damage, and Wroz’Kord regains hit points equal to the damage the creature takes.

Exert Command (Costs 3 Actions). Wroz'Kord uses Command Slave.

Spellcasting (Costs 3 Actions). Wroz’Kord uses its Spellcasting

Lair and Lair Actions

Wroz’Kord lairs deep in the Underdark in an ancient flooded city. It uses the buildings and rubble to create pockets from where to hide or command its armies and as a way to be nearly untraceable while it swims around its lair. Wroz’Kord spends most of its existence underwater, surfacing occasionally to deal with visitors or to condition more slaves.

Lair Actions

When fighting inside its lair, Wroz’Kord can invoke its ambient magic to take one of the following lair actions. On initiative count 20 (losing initiative ties), Wroz’Kord takes a lair action to cause one of the following effects:

Corrupted Pools. Water in Wroz’Kord's lair magically becomes a conduit for its rage. Wroz’Kord can target any number of creatures it can see in such water within 90 feet of it. A target must succeed on a DC 16 Wisdom saving throw or take 7 (2d6) psychic damage. Wroz’Kord can’t use this lair action again until it has used a different one.

Phantasmal Force. Wroz’Kord casts phantasmal force (spell save DC 18, no components required) on any number of creatures it can see within 60 feet of it. While maintaining concentration on this effect, Wroz’Kord can’t take other lair actions. If a target succeeds on the saving throw or if the effect ends for it, the target is immune to Wroz’Kord's phantasmal force lair action for the next 24 hours, although such a creature can choose to be affected.

Surging Tides. Pools of water within 90 feet of Wroz’Kord surge outward in a grasping tide. Any creature on the ground within 20 feet of such a pool must succeed on a DC 16 Strength saving throw or be pulled up to 20 feet into the water and knocked prone. Wroz’Kord can’t use this lair action again until it has used a different one.

Regional Effects

The region containing Wroz’Kord lair is warped by its presence, which creates one or more of the following effects:

Illusory Duplicate. As an action, Wroz’Kord can create an illusory image of itself within 1 mile of the lair. The copy can appear at any location Wroz’Kord has seen before or in any location a creature charmed by Wroz’Kord can currently see. Once created, the image lasts for as long as Wroz’Kord maintains concentration, as if concentrating on a spell. Although the image is intangible, it looks, sounds, and can move like Wroz’Kord. Wroz’Kord can sense, speak, and use telepathy from the image’s position as if present at that position. If the image takes any damage, it disappears.

Slippery Moisture. Underground surfaces within 1 mile of Wroz’Kord's lair are slimy and wet and are difficult terrain.

 Tainted Water. Water sources within 1 mile of the lair are supernaturally fouled. Enemies of Wroz’Kord that drink such water vomit it within minutes.

If Wroz’Kord dies, the first two effects fade over the course of 3d10 days.

Monster Tags: aberration

Habitat: Underdark

Golden_Pug

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