Huge Aberration, Neutral Evil
Armor Class 13 natural armor
Hit Points 270 (20d12 + 140)
Speed 10 ft.
STR
20 (+5)
DEX
6 (-2)
CON
24 (+7)
INT
8 (-1)
WIS
16 (+3)
CHA
10 (+0)
Saving Throws WIS +8, CHA +5
Damage Resistances Acid, Cold
Damage Immunities Necrotic, Poison
Condition Immunities Blinded, Exhaustion, Poisoned
Senses Blindsight 120ft, Passive Perception 13
Languages understands Deep Speech but cannot speak
Challenge 13 (10,000 XP)
Proficiency Bonus +5
Traits

Bioluminescence. The broodmother sheds bright light in a 10-foot radius and dim light for an additional 10 feet.

Legendary Resistance (2/Day). If the broodmother fails a saving throw, it can choose to succeed instead.

Actions

Tentacles. Melee Weapon Attack: +9 to hit, reach 20 ft., one target. Hit: 21 (3d10 + 5) necrotic damage. If the target is Large or smaller, it is grappled (DC 18) and restrained until the grapple ends. The broodmother can grapple one creature at a time.
Luring Chant (Recharge 5-6). The broodmother emits a magical chant. Every enemy within 300 feet of the broodmother that can hear it must make a DC 18 Wisdom saving throw. On a failed save, the creature is charmed by the broodmother for 1 minute or until the broodmother is incapacitated. While charmed in this way, the target tries to get as close to the broodmother as possible, using its actions to Dash until it is within 5 feet of the broodmother. A charmed target can repeat the saving throw at the end of each of its turns and whenever it takes damage, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature has advantage on saving throws against the broodmother's Luring Chant for 24 hours.
Tumorous Birth. The broodmother births a yarghuul and loses 40 hit points. The yarghuul appears in an unoccupied space within 5 feet of the broodmother.

Bonus Actions

Defiling Slime. As a bonus action, the broodmother can fill a 10-foot cube within 10 feet of it with toxic slime, that area is difficult terrain, which lasts until it is burned away with fire. When a creature enters the area for the first time on a turn or ends its turn there, it must succeed on a DC 15 Constitution saving throw or take 5 (1d10) necrotic damage. If the slime is set on fire, it burns away after 1 round

Legendary Actions

The broodmother 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. The broodmother regains spent legendary actions at the start of its turn.

  • Tentacles. The broodmother makes one attack with its tentacles.
  • Assimilate (Costs 2 Actions). The broodmother targets a creature that is has grappled within 20 feet of it. If the target has 30 hit points or fewer, it must succeed on a DC 13 Constitution saving throw or die. If the target is killed in this way, it is liquefied and absorbed into the broodmother and the broodmother regains 30 hit points.
  • Swallow (Costs 2 Actions). The broodmother swallows a creature that is has charmed, or restrained, within 20 feet of it. A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the broodmother, and it takes 36 (8d8) necrotic damage at the start of each of the broodmother's turns. If the broodmother takes 30 damage or more on a single turn from a creature inside it, the broodmother must succeed on a DC 18 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the broodmother. If the broodmother dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 15 feet of movement, exiting prone.
  • Luring Chant (Costs 3 Actions). The broodmother immediately recharges its Luring Chant and uses it.

Description

Yarghuul Broodmother
As soon as a yarghuul broodmother breaks from its shell it takes ownership of the brood and begins to expand its nefarious influence. The once limited number of yarghuul quickly starts to rise, as the broodmother births aberrations from its corrupted tumours. The brood becomes more aggressive as it expands to assimilate new territories, always gathering more organic materials to feed the broodmother. A broodmother is a huge heap of milky white flesh, it is limbless and mounted by a head with no eyes and a mass of tentacles. It is barely mobile and relies on its brood to protect it. It sings almost constantly an entrancing eerie sound out of the many holes of its skin, luring those that hear it.
Fallen Sky. In the tales of old is a peculiar legend that speaks of a night when the sky was alight, basked in strange greens and greys colours. Then, tears from the heavens showered the world, comets, and meteors of various sizes. Strangely few of them were found, most dissolved in a matter of hours or sunk deep beneath the earth, leaving barely any trace of their existence. However, soon after the land became sick, grey, colourless and mutated. Beings emerged out of nodules of the remaining meteors, pouring out like white slime before taking the shape of squat, pale, toadlike creatures, superhumanly strong and noxious-smelling, having no eyes but instead a mass of tentacles at the end of their snout.
Toxic Brood. Yarghuul are aberrations that transform their surroundings into toxic wasteland, choked with patches of creeping and gibbering mounds of organic matter. They thrive in the desolation they create and bask in its strange glow. As such, they are rarely found in healthy lands and their presence means that a region is contaminated. They are very territorial predators, attacking on sight any living thing. They are often found in broods of five to ten creatures, but much larger broods have been discovered as well, truly infesting nightmarish regions of the deep Underdark. Their social hierarchy is nebulous at best, as they almost never communicate with other creatures, but they seem to share a hive-mind mentality.
Mother of the Brood. A Yarghuul infestation usually follows a simple scenario: they gather in a small brood and soil the area over time by their mere presence. Once their surrounding has mutated to their liking, they establish a nest. The brood scavenges any kind of materials and organic life they can and shape a large “shell” from their findings. Once the shell is completed and sealed, half of the brood will liquefy and infiltrate it, merging inside the shell. At that moment, the brood is the most vulnerable, its numbers depleted. Soon after, the shell will start emitting blinding light and deadly energy, vaporizing any that come too close. About a week later, a single yarghuul brood mother emerges from the shell, ready to lead the brood.
Telepathic Defiler. Yarghuul are driven mainly by instincts and are savage and direct in a  fight: they rush, devour and secrete toxic slime through the large pores of their skin. However, they are no mere beasts and work with other members of the brood to corner prey and identify the greatest threat. If mounting an ambush, they will use their mutable form to devastating effect, falling from the ceiling or emerging from the ground to surprise their victim. Members of a yarghuul brood use a complex combination of telepathic images, whale-like singing and bioluminescent pulses from their tentacles to communicate with each other.

Lair and Lair Actions

Broodmother's Lair
A brood of yarghuuls often make its lair near the landing site of the meteor they emerged from. Therefore the lair is usually located in a crater, chasm, or cavern. It is a toxic wasteland, covered with creeping colourless organic matter and alveolar structures of unknown purpose.
Regional Effect
The corruption and ravage of the brood transforms the region surrounding the brood’s lair, creating the following effects:

  • Plants and animals raised within 6 miles of the brood’s lair have twisted, tumorous aberrant deformities.
  • Mounds of various sizes of twitching organic matter can be found within 2 miles of the brood’s lair. Gibbering mouthers often lurk near them.
  • The region within 2 miles of the brood’s lair basks in dim light, this eerie white luminescence has no apparent origin. Any creature that isn’t an aberration feels nauseous and uneasy while in the region.

If the brood is destroyed, these effects fade over 1d10 years.
Lair Actions
On initiative count 20 (losing initiative ties), the broodmother can take a lair action to cause one of the following effects; it can't use the same effect two rounds in a row:

  • The broodmother vanishes, fusing with the organic matter that covers its lair. The broodmother can end this effect at the start of any of its turns, reverting to its true form once more and appearing in any location it chooses within its lair. While transformed, the broodmother is incapacitated, and it can't be targeted by attacks, spells, or other effects. The broodmother can't use this ability outside its lair. All creatures it had swallowed are freed, falling prone in a space within 10 feet of the space the broodmother left.
  • A gibbering mouther appears on a spot on an unoccupied space on the ground that the broodmother chooses within the lair. The gibbering mouther is destroyed on initiative count 20 on the next round.
  • A 20-foot-square area of ground within 120 feet of the broodmother sprouts tentacles until initiative count 20 on the next round. Any creature that starts or ends its turn in the area must succeed on a DC 18 Strength saving throw or be restrained. A creature can escape the tentacles with a successful DC 18 Strength (Athletics) or Dexterity (Acrobatics) check as an action.

Monster Tags: aberration

willdcarver17

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