Hold Breath. Blobben can hold its breath for 12 hour.
Legendary Resistance (3/Day). If Blobben fails a saving throw, it can choose to succeed instead.
Magic Resistance. Blobben has advantage on saving throws against spells and other magical effects.
Magic Weapons. Blobben's weapon attacks are magical.
Capacitors. When Blobben would take lightning damage he can instead redirect it towards a creature within 10 ft.
Phase 02. When Blobben reaches 0 Health he becomes Blobben Phase 02.
Multiattack. Blobben makes two attacks. Blobben cannot use the same attack twice in one round.
Mecha Punch. Melee Weapon Attack: +7 to hit (with advantage if the plasmoid has one or more allies within 10 feet of itself), reach 10 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.
Laser Cannon. Ranged Weapon Attack: +2 to hit, range 60/120 ft., one target. Hit: 11 (6d4 - 1) force damage.
Flamethrower. Special Weapon Attack: Each creature in a 15-foot cone must make a DC13 Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one. The fire ignites any flammable objects in the area that aren't being worn or carried.
Wrecking Roll. Special Weapon Attack: Blobben move forwards 15 feet passing through creatures and objects, Each creature that Blobben passes through must make a DC 13 Strength saving throw. A creature takes 2d6+4 bludgeoning damage and 1d12 lightning damage and is knocked prone on a failed save, or half as much damage on a successful one. This attack triggers attacks of opportunity normally. Any unequipped and unheld objects that Blobben passes through take 2d6+4 bludgeoning damage.
Shock Plates. Blobben electrocutes an enemy that hits him with a melee attack. The attacker must make a DC13 Constitution saving throw or take 1d12 lightning damage or half damage on a successful saving throw.
Blobben 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. Blobben regains spent legendary actions at the start of its turn.
Attack. Blobben makes one attack. Blobben cannot use the same attack twice in one round.
Disperse Energy. All creatures within 10 feet of Blobben must make a DC13 Constitution saving throw or take 1d12 lightning Damage, or half damage on a successful saving throw.
Missile Barrage (Costs 2 Actions). Blobben targets a 30 ft. diameter area within 60 ft. All creatures in the area must make a DC13 Dexterity saving throw or take 1d12 bludgeoning damage and 1d12 fire damage and be pushed 10 ft. away from the center of the attack. Creatures take half damage and are not pushed on a successful saving throw.
Automated Repairs (Costs 2 Actions). Blobben regains 3d8+3 Health.
Description
On occasion, due to some biological anomaly, a plasmoid balloons in size upon reaching adulthood (around the age of twenty years). Plasmoids who use their increased size and strength to boss around smaller, weaker creatures can easily end up in positions of power, surrounded by loyal underlings, sycophants, and would-be usurpers. A plasmoid boss might be the master of a guild, the leader of a criminal enterprise, the lord of a plasmoid community, or the captain of a spelljamming ship. Regardless of the roles they secure for themselves, plasmoid bosses need no small amount of charm and wit, in addition to their strength and size, to stay in power for long.
Plasmoids
Plasmoids are intelligent oozes that can alter their shape at will. Their amorphous bodies have a soft, malleable texture, and plasmoids can extrude up to five pseudopods, each one up to 5 feet long. They use their pseudopods for locomotion as well as for manipulating objects.
Every plasmoid has a mass of nerves for a brain. Plasmoids don’t have internal organs as humans know them, but they have pores through which they absorb oxygen. Up to four times in its life, a plasmoid can reproduce by joining with another member of its species. After this merging, the two plasmoids separate, and one of them (determined randomly) divides in half. When a plasmoid splits in two, one of the resulting creatures is the original, and the other is a physical duplicate that lacks the experience and knowledge of its parent.
A plasmoid talks by forcing air through tubular cavities in its body, giving its voice a whistling quality.
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