Huge Aberration, Neutral
Armor Class 15
Hit Points 140 (16d10 + 50)
Speed 20 ft., Swim 20 ft.
STR
18 (+4)
DEX
8 (-1)
CON
16 (+3)
INT
3 (-4)
WIS
10 (+0)
CHA
5 (-3)
Damage Vulnerabilities Fire, Radiant
Damage Resistances Cold
Damage Immunities Necrotic
Condition Immunities Blinded, Deafened, Exhaustion, Poisoned, Prone
Senses Darkvision 60 ft., Passive Perception 10
Languages --
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

Aberrant Ground. The ground in a 10-foot radius around the mouther is doughlike difficult terrain. Each creature that starts its turn in that area must succeed on a DC 10 Strength saving throw or have its speed reduced to 0 until the start of its next turn.

Gibbering. The Baby Walter Aberration babbles incoherently while it can see any creature and isn't incapacitated. Each creature that starts its turn within 20 feet of the Baby Walter Aberration and can hear the gibbering must succeed on a DC 10 Wisdom saving throw. On a failure, the creature can't take reactions until the start of its next turn and rolls a d8 to determine what it does during its turn. On a 1 to 4, the creature does nothing. On a 5 or 6, the creature takes no action or bonus action and uses all its movement to move in a randomly determined direction. On a 7 or 8, the creature makes a melee attack against a randomly determined creature within its reach or does nothing if it can't make such an attack.

Innocent Heart: Baby Walter's corpse cries at the center of this aberration. On a DC-10 Perception Check, the party can notice it on a DC 10 Arcana check the party can determine the baby and tendrils are a weak point to the creature. There are D4+4 tendrils connecting the mound to the baby.  These tendrils can be cut (5 AC/ HP5) or ripped (athletics check DC13). Each cut or ripped tendril deals the equivalent amount of damage tot he aberration.  Once all tendrils are cut, Walter's body falls to the ground.  The mound reduces in size to from Huge to medium and any creature that is currently engulfed by the creature is released from the creature.  Additionally, once the the corpse is removed, the aberration takes damage equal to half the aberration's max HP and looses the "Gibbering" ability.  If this is past its current HP total it dissolves into nothing leaving only the baby's corpse.

Actions

Multiattack. The Baby Walter Aberration makes either one bite or a slam attack and, if it can, uses its Blinding Spittle or Engulf.

Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one creature. Hit: 17 (3d6) piercing damage. If the target is Medium or smaller, it must succeed on a DC 10 Strength saving throw or be knocked prone.

Blinding Spittle (Recharge 5–6). The mouther spits a chemical glob at a point it can see within 15 feet of it. The glob explodes in a blinding flash of light on impact. Each creature within 5 feet of the flash must succeed on a DC 13 Dexterity saving throw or be blinded until the end of the mouther's next turn.

Slam. Melee Weapon Attack: +7  to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage. Additionally, on a successful hit the target must make a DC 12 constitution saving throw or be grappled.

Engulf. The Baby Walter Aberration engulfs a Medium or smaller creature grappled by it. The engulfed target is blinded, restrained, and unable to breathe, and it must succeed on a DC 12 Constitution saving throw at the start of each of the mound's turns or take (2d8+4). If the mound moves, the engulfed target moves with it. The mound can have only one creature engulfed at a time.

Description

The by product of a dark ritual which resulted in the curse of a Dhurst family, Baby Walter is an amalgamation of gore, flesh, and bone, from every victim Durst Manor. tendrils and mouths cover this creature, creating a horrific visage. The creature moves by using one of its many tentacles to drag itself along the ground. 

On a DC 10 perception check, the party can notice a small infant sized corpse that cries out near the center of the creature attached by D4+4 tendrils.  Lacking any real intelligence it typically seeks out whatever creature is closest to it.  It has been conditioned over the years to move to the center of whatever room it is in, and eat or attack, whatever gets in its way.  It will not return to it resting place until it either: no longer detects a living creature in its vicinity after one minute or consumes at least 1D4+2 individuals, which ever comes first.  Upon reentering its resting place the creature remains in the area and will attack whatever creature enters it its reach.

Habitat: Underdark

SephiamWhite

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