Large Monstrosity, Chaotic Evil
Armor Class 18 (natural armor)
Hit Points 163 (12d12 + 83)
Speed 30 ft., Burrow 50 ft.
STR
20 (+5)
DEX
18 (+4)
CON
20 (+5)
INT
12 (+1)
WIS
14 (+2)
CHA
16 (+3)
Saving Throws CON +9, CHA +7
Damage Resistances Acid
Condition Immunities Charmed
Senses Darkvision 180 ft., Tremorsense 100 ft., Passive Perception 12
Languages Telepathy 120 ft., Umber Hulk
Challenge 11 (7,200 XP)
Proficiency Bonus +4
Traits

Toxic Stench. When a creature starts its turn within 10 feet of the aubergine hulk, they are overwhelmed by the creature's virulent stench. They must make a DC 17 Constitution saving throw or take 15 (4d6) poison damage and become Poisoned until the start of their next turn. If a creature fails the saving throw by 5 or more, they are plagued by visions of the past, and the aubergine hulk can use its Paralyzing Glower action as a reaction on the creature. If the creature succeeds on the saving throw, they take half damage and are not Poisoned.  

Tunneler. The aubergine hulk can burrow through solid rock equal to its burrowing speed and leaves a 6 foot-wide, 10-foot-high tunnel in its wake. 

Actions

Multiattack. The aubergine hulk makes three attacks: two with its Claws and one with its Acid Vomit attack. If the aubergine hulk is grappling a creature, it can use its Decapitating Mandibles attack in place of one Claw attack. Additionally, if applicable, it can use its Paralyzing Glower action in place of its Acid Vomit attack.

Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (3d4+4) slashing damage and the target is Grappled by the aubergine hulk (Escape DC 16).

Acid Vomit. The aubergine hulk vomits a writhing pool of gray acid onto a 5 foot square within 20 feet of it. Any creature that moves through this pool or starts its turn there takes 15 (4d6) acid damage. A creature can use its action to attack the writing acid glob. It has an AC of 8 and 10 Hit Points. If the acid glob still has 1 Hit Point at the end of the aubergine hulk's next turn, it turns into a Gray Ooze,  moving immediately after the aubergine hulk in the initiative cue. It will not attack the aubergine hulk or any other hulks, and it dies if the aubergine hulk who summoned it is reduced to 0 Hit Points. 

Decapitating Mandibles. The aubergine hulk slams its mandibles against the shoulders and neck of a creature it has grappled. the creature takes 26 (4d12) slashing damage, and it is released from the grapple. If a creature is reduced to 0 Hit Points in this way, its head is slashed off. If the creature is unable to survive without its head, it immediately dies. 

Paralyzing Glower. If the aubergine hulk is not Incapacitated, Restrained, or Stunned, it stares into the soul of a creature it can see, its pale, heartless eyes boring deep into its mind. The creature is reminded of every painful memory it has ever had in its life, and must succeed on a DC 16 Charisma saving throw. On a failed save, the creature must roll a d6. On a 1 or a 2, the creature attempts to stab itself or harm itself in some other way, using its next turn to do everything it possibly can to harm itself without killing itself outright. On a 3 or a 4, the creature is stricken with fear, and is Frightened of the aubergine hulk until a creature uses its action to shake the creature back to its senses. Its speed becomes 0 as long as it can see the aubergine hulk while Frightened in this way. If it rolls a 5 or a 6, it is Charmed by the aubergine hulk until the end of its next turn. While controlled like this, the aubergine hulk dictates its actions, and can use its action on its own turn to instead control the Charmed creature. If a creature succeeds on this saving throw, they are immune to the aubergine hulk's Paralyzing Glower action for 24 hours. 

Habitat: MountainUnderdark

TheBloodCollector

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