Huge Monstrosity, Chaotic Evil
Armor Class 23 Infected Flesh
Hit Points 215 (15d12 + 125)
Speed 75 ft., Climb 40 ft.
STR
24 (+7)
DEX
13 (+1)
CON
21 (+5)
INT
14 (+2)
WIS
17 (+3)
CHA
6 (-2)
Saving Throws STR +15, CON +13, WIS +11
Skills Acrobatics +4, Athletics +12, Survival +14
Damage Resistances All damage but Force, Radiant, and Psychic
Damage Immunities Acid, Necrotic, Poison
Senses Darkvision 120, Tremorsense 45ft, Passive Perception 7
Languages Druidic Broken Speech, Dwarvish Broken Speech
Challenge 27 (105,000 XP)
Proficiency Bonus +8
Traits

Corrupting Aura. When a creature with the beast type enters a 120ft sphere of this creature it needs to make a [DC 16 Con Save], On a failed save that creature becomes infected. Infected creatures are under full control of this creature and may be commanded without using a action, infected creatures gain half of this creatures current health as temp health. Creatures infected by this method gain half of this creatures current hp and temp hp. Infected creatures no longer have self preservation, when a infected creature is reduced to 0 hp or leaves the 120ft sphere around this creature it will explode with vile puss dealing 23 3d12+5 [Necrotic] damage in a 5ft sphere.

The Hunger. When a creature is hit with a melee attack from this creature and is reduced to 0 hp this creature gains the "overkill" as temp hp, if the killed creature had activated hatred add the "overkill" as health as well as doubling the temp hp gained.

Build Up Of Corruption. When this creature takes damage over 20 it gains a "infection stack", If the damage activating this trait is one of this creatures immunity's it also gains a extra action on its next turn.

Hatred. When this creature is damaged it gains advantage on attacks made against that creature, if it is attacked more than once by the same creature in the same turn add 2 dice to each damage roll made against that creature along with the advantage. The advantage and extra dice are usable until a attack misses.

Actions

Rapid Growth. This creature may remove one of its infection stacks to regain 25 [4d10+5] hp and 14 [2d12+2] temp hp.

Boost Of Corruption. This creature may attack a extra time per action for every infection stack it currently has.

 

Bone Spiked Fist. Melee Weapon Attack: +8 to hit, reach 10 ft., 5ft sphere. Hit: 63 (8d10 + 23) [Bludgeoning] damage. 

Maw Of Corruption. Melee Weapon Attack: +5 to hit, reach 5 ft., 1 target. Hit: 92 (10d12 + 32) [Acid] damage. 

Corrupting Bone Claw. Melee Weapon Attack: +8 to hit, reach 10ft., 1 target. Hit: 66 (6d12 + 20) [magical piercing] damage. 

Plague Ridden Vines. Melee Weapon Attack: +4 to hit, reach 25 ft., 1 target. Hit: 24 (3d8 + 12) [slashing] damage. (may sacrifice a corruption stack to attack 2 more times with this attack)

 

Decaying Burst. RangedWeapon Attack: +6 to hit, range 5/75 ft., 5ft sphere. Hit: 60 (8d8 + 18) [Acid+Poison] damage.

Bone Javelin. RangedWeapon Attack: +12 to hit, range 15/175 ft., 1 target. Hit: 50 (6d12 + 14) [piercing] damage.

Bonus Actions

This creature may use a infection stack as a bonus action to make a full action as a bonus action on its next turn.

Reactions

Reactive Boils. When a creature enters or leaves a 15ft sphere around this creature it must make a [DC 16 Con Save], on a failed save it takes 20 [2d12+8] [Necrotic] damage.

Archers Bane. When this creature is hit with a ranged or spell attack it may jump upto 45ft towards the attacking creature if it is not invisible or out of line of sight.

Legendary Actions

Legendary actions consume infection stacks, along with taking a time in actions to use.

Biomass Overload (Costs 3 Actions, 5 Stacks). This creature increases its size class by 1, gaining 85 [4d20+45] max hp along with gaining 46 [5d12+16] temp hp. Its size reverts if all its temp hp is removed.

Hive Growth Burst (Costs 2 Actions, 3 Stacks). Infected beast creatures within 80ft of this creature increase there size class by 1, gaining 15ft movement speed and gaining there current health as additional temp hp. there size returns to normal once they have no temp hp remaining.

Let The Blood Rain (Costs 5 Actions, 10 Stacks). All melee attacks that hit from this creature and creatures this creature controls may attack again until they miss or use a different kind of action. When landing a extra hit with this effect the attacking creature gains half the dealt damage as temp hp. This effect is active for 2 of the casting creatures turns, activating a max of 5 times per creatures turn.

Description

"What at first would look like a flesh golem would turn out to be something much more revolting, its form appearing as a massive mass of meat and bone in the shape of a giant dwarf. its skin a deep purple shifting with shades of green as what is left of its blood pulses bellow its thick hide."

 

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count 17 (losing initiative ties), Balamath takes a lair action to cause one of the following effects; Balamath can’t use the same effect two rounds in a row:

  • Balamath releases a toxic scent from his back, this attracts a additional 2d8 beast creatures of the DMs choice into the lairs area of effect
  • 1d4+2 Giant hands burst out of the ground reaching at hostile creatures within 15ft of themselves, each hand has AC13 HP50. When grabbing at a creature within 15ft of themselves the target must make a [DC16 STR Save] or become grappled.
  • More concentrated gasses fill the area, non infected creatures within must make a [DC15 CON Save] Or become poisoned. Creatures poisoned in this way loose 1d6+2 max health per turn untill healed, this max health loss is recovered on a long rest.

Regional Effects

The region containing a legendary Balamath’s lair is filled with a putrid purple fog smelling like a long dead army, which creates one or more of the following effects:

  • Any creature within the lairs area of effect is converted to the infected state shown in this creatures traits
  • Any terrain within the lairs area of effect is considered difficulty terrain
  • Medium or larger plants within the lairs area of effect become awakened and are hostile to creatures with intent to engage balamath in combat

If Balamath dies, these effects fade over the course of 2d12+4 days.

Spirin

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