Large Ooze, Chaotic Evil
Armor Class 12 Natural Armor
Hit Points 84 (6d8 + 40)
Speed 15 ft.
STR
13 (+1)
DEX
15 (+2)
CON
14 (+2)
INT
24 (+7)
WIS
22 (+6)
CHA
5 (-3)
Saving Throws INT +11, WIS +10
Skills History +5
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks; Bludgeoning, Piercing, and Slashing from Magic Weapons
Senses Blindsight 60 ft., Passive Perception 14
Languages All Can speak all languages of the creatures' brains it has devoured. Speaks through the mouths of the heads it has engulfed. -- It can speak any language of any creature it has devoured. Multiple languages possible per creature.
Challenge 11 (7,200 XP)
Proficiency Bonus +4
Traits

Ooze Sphere. The sphere takes up its entire space. Other creatures can enter the space, but a creature that does so is subjected to the sphere's Engulf and has disadvantage on the saving throw.

Creatures inside the sphere can be seen but have total cover.

A creature within 5 feet of the sphere can take an action to pull a creature or object out of the cube. Doing so requires a successful DC 12 Strength check, and the creature making the attempt takes 10 (3d6) acid damage.

Actions

Engulf. The sphere moves up to its speed. While doing so, it can enter Large or smaller creatures' spaces. Whenever the sphere enters a creature's space, the creature must make a DC 12 Dexterity saving throw.

On a successful save, the creature can choose to be pushed 5 feet back or to the side of the sphere. A creature that chooses not to be pushed suffers the consequences of a failed saving throw.

On a failed save, the sphere enters the creature's space, and the creature takes 10 (3d6) acid damage and is engulfed. The engulfed creature can't breathe, is restrained, and takes 21 (6d6) acid damage at the start of each of the cube's turns. When the sphere moves, the engulfed creature moves with it.

An engulfed creature can try to escape by taking an action to make a DC 12 Strength check. On a success, the creature escapes and enters a space of its choice within 5 feet of the sphere.

Phantasmal Killer. (Altered)
Casting time: 1 Action 
Range: 1 Mile 
Duration: Concentration, up to 1 minute 

You tap into the nightmares of a creature you have a telepathic connection with and create an illusory manifestation of its deepest fears, visible only to that creature.
The target must make a Wisdom saving throw. On a failed save, the target becomes frightened for the duration. At the end of each of the target’s turns before the spell ends, the target must succeed on a Wisdom saving throw or take 4d10 psychic damage. On a successful save, the spell ends.

Mind Spike. (Altered)

Casting time: 1 Action 
Range: 1 Mile
Duration: Concentration, up to 1 hour 

You reach into the mind of one creature you have a telepathic connection with. The target must make a Wisdom saving throw, taking 3d8 psychic damage on a failed save, or half as much damage on a successful one. On a failed save, you also always know the target's location until the spell ends, but only while the two of you are on the same plane of existence. While you have this knowledge, the target can’t become hidden from you, and if it’s invisible, it gains no benefit from that condition against you.

Power Word Pain (Altered)

Range: 1 Mile
Casting time: 1 Action 
Duration: Instantaneous

You speak a word of power that causes waves of intense pain to assail one creature you have a telepathic connection within range. If the target has 100 hit points or fewer, it is subject to crippling pain. Otherwise, the spell has no effect on it. A target is also unaffected if it is immune to being charmed.
While the target is affected by crippling pain, any speed it has can be no higher than 10 feet. The target also has disadvantage on attack rolls, ability checks, and saving throws, other than Constitution saving throws. Finally, if the target tries to cast a spell, it must first succeed on a Constitution saving throw, or the casting fails and the spell is wasted.
A target suffering this pain can make a Constitution saving throw at the end of each of its turns. On a successful save, the pain ends.

Catapult. (Altered)

Casting time: 1 Action 
Range: 150 feet 
Duration: Instantaneous 

Choose one object weighing 1 to 5 pounds within range. The object flies in a straight line up to 90 feet in a direction you choose before falling to the ground, stopping early if it impacts against a solid surface. If the object would strike a creature, that creature must make a Dexterity saving throw. On a failed save, the object strikes the target and stops moving. In either case, both the object and the creature or solid surface take 3d8 bludgeoning damage.

Description

The Collective Ingester is a reddish aberration/ooze created by the Illithid as one of their uses for controlling the local populous. Rather than consuming people through mind control they've turned to using psychic powers to controlling them and using fear mongering to feed them. They're fed by using the feared to either sacrifice themselves or they feed it others and it devours their parts and brains gaining intelligence this way. It uses the hands and feet to move around sticking out of the ooze while the brains congregate at the center for protection and constantly bump it's intelligence. The heads are used literally as talking heads for the creature all simultaneously speaking it's mind. It can roll and absorb creatures and use limbs as catapulting objects.

Habitat: Underdark

fosscDM03

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