Large Fey, Any Evil Alignment
Armor Class 17 (natural armor)
Hit Points 126 (12d10 + 60)
Speed 30 ft., Default , burrow 30 ft. Default, fly 40 ft. If constitution is made up of flying mammals, insects, or fungi, climb 30 ft. Default, swim 30 ft. If constitution is made up of swimming invertebrates, small aquatic mammals, insects, reptiles or amphibians
STR
20 (+5)
DEX
8 (-1)
CON
20 (+5)
INT
15 (+2)
WIS
20 (+5)
CHA
15 (+2)
Damage Resistances Acid, Fire, Lightning, Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Cold, Poison
Senses Darkvision 60 ft., Passive Perception 10
Languages Terran Any and all languages
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Traits

Possession (recharge 6 on D6). One humanoid that the gestalt can see within 5 ft. of it must succeed on a DC 17 Charisma saving throw or be possessed by the gestalt; the gestalt then disappears, and the target is incapacitated and loses control of its body. The gestalt now controls the body but doesn't deprive the target of awareness. The gestalt can't be targeted by any attack, spell, or other effect, and it retains its alignment, Intelligence, Wisdom, Charisma, and immunity to being charmed and frightened. It otherwise uses the possessed target's statistics, but doesn't gain access to the target's knowledge, class features, or proficiency. The possession lasts until the body drops to 0 hit points, the gestalt ends it as a bonus action, or the gestalt is turned or forced out by an effect like the dispel evil and good spell. When the possession ends, the gestalt reappears in an unoccupied space within 5 ft. of the body as it's chosen gestalt humanoid form encompassing it's chosen plants or animals. The target is immune to this gestalt's Possession for 24 hours after succeeding on the saving throw or after the possession ends.

Spells available if Animal Gestalt: Speak with Animals, Conjure Animals, Regenerate, Dominate Beast, Giant Insect, Web

Spells available if Plant Gestalt: Transport via Plants,  Entangle,  Speak with Plants, Regenerate, Wall of Thorns, Spike Growth

Horrific Appearance. Any humanoid that starts its turn within 30 feet of the gestalt and can see the gestalt's humanoid form must make a DC 11 Wisdom saving throw. On a failed save, the creature is frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if the gestalt is within line of sight, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the gestalt's Horrific Appearance for the next 24 hours.

Actions

Multi-attack. The gestalt makes two slam attacks and/or two swarm-rush attacks or one tentacle-swing in combination with a slam attack or a swarm-rush attack.

Slam. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage.

Swarm-Rush. Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: 14 (2d8 + 5) slashing and piercing damage then move anywhere within 10 feet of the target. Chance to knock down or knock prone.

Tentacle-swing. Melee Weapon Attack:  +8 to hit, reach 20 ft.,  arcs in 30 ft., multiple targets in range. Hit: 14 (2d8 + 5) Bludgeoning damage and chance to knock down or knock prone. 

Description

Merriam-Webster's Dictionary defines the word "Gestalt" as:

"something that is made of many parts and yet is somehow more than or different from the combination of its parts"

Plant and Animal Aberrant Gestalts are often ancient, unpredictable, and powerful sentient entities. Gestalts were born at the dawn of time: a rare mix of the chaotic, wild force of nature and the playful, unpredictable spirits of nature known as the Fey. Gestalt creatures were at first helpful, even playful with the Fey folk and the many humanoid creatures that have arisen since prerecorded history. Many times they would even defend humanoid creatures against the likes of more powerful and evil monsters that would prey on the weak or greedy. Over time, the power and unpredictability of nature itself twisted and turned their willful nature against themselves. In this time the Aberrant Gestalts were born.

Aberrant Gestalts through their sheer will possess and control a mass of hundreds even thousands of various plants and animals to take physical form in order to manipulate our world.  The individual insects, animals, trees and plants that make up the Gestalt being, are normal, relatively insignificant and comparatively weak. Some Aberrant Gestalts will use their spiritual nature to even inhabit and possess humanoid creatures like elves, dwarf, or humans to terrorize or incite havoc among the organized societies of the world. Aberrant Gestalts by their nature are secretive and envious of other Gestalts. Rarely if ever will Aberrant Gestalts join or work with one another to spread their evil or torture society. Many Aberrant Gestalts have lairs with complex yet weird traps to keep other creatures from accidentally finding them. 

Aberrant Gestalts enjoy possessing and controlling certain plants and animals, some even stick to a certain species throughout their immortal lives to form their shape. Some like tarantulas, scarab beetles, or yellow-jackets, while others enjoy using rats, mice, squirrels, or even geckos and snakes. Plant Gestalts also enjoy using moss, vines, shrubs, or even small trees. No matter what type of animal or plant is chosen by the Gestalt, they will always take some kind of humanoid form. With differing shapes, sizes, colors, and textures of the animals that encompass the Gestalt, they maintain human-like features: hands, legs, a head, torso, and some kind of face. The plants and animals come together as if pulled by some outside force (the spiritual nature of the gestalt entity) taking form instantly, even if it is unusually fast or uncommon for that animal to be in that place or time. 

Monster Tags: Misc Creaturefeymonstrosity

Habitat: ArcticCoastalDesertForestGrasslandHillMountainSwampUnderdarkUnderwaterUrban

Njiord

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