Hold Breath. The Sludge King can hold its breath for 1 hour.
Lingering Odor. If a creature is successfully hit by any of the Sludge King's attacks the creature now reeks terribly and has disadvantage on any Charisma based checks for 1d4 days.
Mucous Secretion. The Sludge King is covered by foul sticky mucus. A creature that touches the Sludge King or that hits it with a melee attack while within 5 feet of it must make a DC 15 Constitution saving throw. On a failure, the creature is poisoned for 1d4 hours and also has the effect of the Lingering Odor trait.
Regeneration. The Sludge King regains 10 hit points at the start of its turn. If the Sludge King takes acid or fire damage, this trait doesn't function at the start of the Sludge King's next turn. The Sludge King dies only if it starts its turn with 0 hit points and doesn't regenerate.
Sludge Layer. The Sludge King has advantage on Dexterity (Stealth) checks made to hide in mud, or murky water such as swamps, bogs, etc.
Foul. Any creature other than an Sludgeling or Sludge Troll that starts its turn within 10 feet of Sludge King must succeed on a DC 18 Constitution saving throw or be poisoned until the start of the creature's next turn.
Multiattack. The Sludge King three attacks: one with its bite and two slap attacks. If both slap attacks hit the same target, the target must make a DC 14 Constitution saving throw or be stunned for 1 minute. The target repeats the saving throw if it takes damage and at the end of each of its turns, ending the effect on itself on a success.
Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) piercing damage.
Fist. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage.
Sludge Throw. Ranged Weapon Attack: +6 to hit, range 50 ft., one target. Hit: 6 (1d8+2) bludgeoning damage and the target must succeed on a DC 15 Constitution save or become poisoned for 1 hour and incapacitated for 1 minute as they retch uncontrollably. A creature can repeat the saving throw at the end of each of its turns, ending the incapacitated effect on itself on a success.
Sludge Shake (5-6 recharge). The Sludge King shakes off a layer of sludge and any creature within a 15 foot radius of the Sludge King must succeed on a DC 15 Dexterity save or be covered in the sludge. On a failure the creature must then succeed on a DC 15 Constitution save or become poisoned for 1 hour and incapacitated for 1 minute as they retch uncontrollably. A creature can repeat the saving throw at the end of each of its turns, ending the incapacitated effect on itself on a success.
Gnashing Bite. The Sludge King makes one bite attack
Sludge Sling. The Sludge King Makes one Sludge Throw attack.
Recharge Sludge Shake (Costs 3 Actions). The Sludge King recharges its Sludge Shake action.
Description
A Sludge King was once a Sludge Troll that has undergone a mutation after regenerating within a pit of its own mucus. It grows not only in size, but becomes even more foul than its former self.
The Sludge King will search for a suitable location, typically in a cave or hole to create a sludge pit to wallow in. The mere presence of the Sludge King transforms the surrounding area to become a foul landscape. Waterways and lakes become polluted and nothing lives or grows nearby the sludge pit.
Even though the Sludge King is barely a vestige of it's former self, it still retains the regenerative properties of it's trollkin and only acid and fire can arrest the regenerative properties of a troll’s flesh.
Lair and Lair Actions
On initiative count 20 (losing initiative ties), a Sludge King can take one of the following lair actions; after it does so, it can't use that action again until it finishes a long rest:
Belching Gas. A cloud of green nauseating gas in a 20-foot-radius sphere appears centered on a point within 60 feet of the Sludge King. The cloud spreads around corners, and its area is heavily obscured. The cloud lingers in the air for one minute.
Each creature that is completely within the cloud at the start of its turn must make a DC 18 Constitution saving throw against poison. On a failed save, the creature is incapacitated as it is retching and reeling. Creatures that don't need to breathe or are immune to poison automatically succeed on this saving throw.
A moderate wind (at least 10 miles per hour) disperses the cloud after 4 rounds. A strong wind (at least 20 miles per hour) disperses it after 1 round.
Manifest Sludgelings. The Sludge King's calls four Sludgelings that appear in unoccupied spaces within 5 feet of the Sludge King's sludge pit. The Sludgelings obey Sludge King's commands, take their turns on initiative count 15 (losing initiative ties), and fight until destroyed.
Sickening Wave. While in its sludge pit, the Sludge King creates a wave of putrid sludge that surges outward in all directions. Any creature on the ground within 20 feet of the sludge pit must succeed on a DC 14 Strength saving throw or be pulled up to 20 feet into the sludge pit and knocked prone.
Muck Toss. While in its sludge pit, the Sludge King tosses a glob of muck at a point up to 60 feet away from the Sludge King.
The muck fills a 20-foot cube from that point for 1 minute. The muck is difficult terrain. Each creature that starts its turn in the muck or that enters it during its turn must make a DC 14 Dexterity saving throw. On a failed save, the creature is restrained as long as it remains in the muck or until it breaks free.
A creature restrained by the muck can use its action to make a DC 14 Strength check. If it succeeds, it is no longer restrained.
Regional Effects
When a Sludge King creates a sludge pit lair the region containing the lair is fouled by the creature's presence, which creates one or more of the following effects:
Polluted Waters. Small bodies of water, such as ponds or wells, within 1 mile of the lair turn stagnant and polluted, making the waters undrinkable. Any creature that drinks such water will vomit it within minutes.
Unwavering Stench. Creatures within 500 feet of the of the lair are hit with a wall of horrible stench. Any Perception checks that rely on scent are made at a disadvantage, except those made to track the Sludge King or its lair.
Mucus Film. Surfaces within 500 feet of the of the lair are covered in a sticky layer of mucus, making the ground tacky.
If the Sludge King dies, these effects fade over the course of 1d10 days







Comments