Large Monstrosity, Chaotic Evil
Armor Class 15 natural armor
Hit Points 110 (13d10 + 39)
Speed
STR
19 (+4)
DEX
14 (+2)
CON
17 (+3)
INT
6 (-2)
WIS
12 (+1)
CHA
8 (-1)
Saving Throws CON +6
Senses Darkvision Bloodsense, it can sense the blood in creatures., Passive Perception 14
Languages Abyssal but can't speak
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Traits

Traits

  • Blood Ooze. When the Flesh Monstrosity takes damage, it oozes a slippery pool of blood in a 5-foot radius around it. Any creature entering or starting its turn in the bloody area must succeed on a DC 14 Dexterity saving throw or fall prone.

  • Regeneration. The Flesh Monstrosity regains 10 hit points at the start of its turn if it has at least 1 hit point.


 

 

 

Actions

Actions

  • Multiattack. The Flesh Monstrosity makes two claw attacks.

  • Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.

  • Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 17 (2d10 + 4) piercing damage.

  • Tongue slash. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 8 (2d6+4)
  • Terrifying Roar (Recharge 5-6). The Flesh Monstrosity lets out an ear-piercing scream. Each creature within 30 feet of it that can hear it and that isn't a monstrosity must succeed on a DC 14 Wisdom saving throw or be frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

  • Blood Surge. The Flesh Monstrosity pulsates with a violent surge of blood from its wounds. All creatures within 10 feet of the Flesh Monstrosity must make a DC 15 Strength saving throw or be pushed 5 feet away from it and knocked prone. Any creature that fails this saving throw also takes 7 (2d6) necrotic damage as they feel their own blood momentarily rebel within them.
Bonus Actions

 

 
Reactions

 

Reactions

  • Bloody Retaliation. When the Flesh Monstrosity takes damage from a creature within 10 feet of it, it can use its reaction to immediately make a Tongue gnaw against that creature. An elongated tongue lashes out at the creature, beady eyes on the tongue seek out their target and grab onto the creature, pulling it closer. 
Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

 

 

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

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

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

GMWorlds

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