Huge Aberration, Neutral Evil
Armor Class 20 (natural armor)
Hit Points 236 (24d12 + 80)
Speed 0 ft.
STR
20 (+5)
DEX
12 (+1)
CON
20 (+5)
INT
10 (+0)
WIS
18 (+4)
CHA
16 (+3)
Saving Throws STR +10, CON +10, WIS +9
Skills Athletics +5, Perception +12
Damage Immunities Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Blinded, Charmed, Prone, Stunned
Senses Blindsight 30 ft., Tremorsense 60 ft., Passive Perception 19
Languages --
Challenge 14 (11,500 XP)
Proficiency Bonus +5
Traits

Immobile. The Arvalex Corpus is a vast, pulsating mass of tentacles and flesh, punctuated by the still unabsorbed bodies of its victims as they are used by the Corpus to grow. It relies on a guard consisting of 1d6 Agglomerates and 1d2 Scions for mobile protection and infection of new victims. It sprawls across the floor of its lair, tentacles writhing and flailing in search of prey.

 

Actions

Multiattack. The Arvalex Corpus makes 3 tentacle attacks. Creatures struck by a tentacle must make a DC 18 Strength saving throw or be grappled.

Tentacle.  Melee Weapon Attack: +8 to hit, reach 10 ft., three targets. Hit: 20 (4d8+5) bludgeoning damage.

 

 

Legendary Actions

The Arvalex Corpus can take 3 legendary actions, using the options below. It can take only one legendary action at a time and only at the end of another creature’s turn. The Corpus regains spent legendary actions at the start of its turn.

Infect. (1 Legendary Action) The Corpus infects a grappled creature. The creature must make a DC 18 Constitution saving throw or be considered [Tooltip Not Found]. If the diseased condition is not removed within 1 minute, the creature becomes charmed and will fight to defend the Corpus. This condition ends when the creature is cured or 1d4 days elapse, after which the creature becomes either a Scion under the control of the Corpus or will seek out a suitable location in which to begin the process of forming a new Corpus if the original has been destroyed.

Rend. (1 Legendary Action) The Corpus uses the tentacles grappling an enemy to pull the trapped creature apart, inflicting 3d10 bludgeoning damage.

Drain Vitality. (2 Legendary Actions) The Corpus attaches special tentacles to the crown and root chakras of a grappled creature, feeding upon its magical abilities or nature. The creature must make a DC 18 Constitution saving throw or lose 1d8 spell levels from spell slots no higher than level 4. The Corpus then heals itself by 1d10 per spell level drained.

Description

The Arvalex was accidentally created in the Telmuran Empire 700 years ago. The central Plexus of the creature remains entombed in the capital Telmur, an abandoned ghost city in the centre of the desert created when the High Mage and High Priest of the Empire combined Arcane and Holy magic to contain the Plexus and obliterate all organic matter within 100 miles of the city to deprive the Arvalex of the means to expand.

Over the ensuring centuries, the Plexus has sought to escape its confinement, but has only succeeded in exuding a small amount of organic matter through the 30' thick stone walls in which it is encased. Creatures coming into physical contact with this matter are infected and will turn into an Arvalex Scion within 14 (4d6) days, seeking a suitable environment in which to form a new Arvalex Corpus, mentally linked to the Plexus.

The Arvalex does not communicate with its victims but during the absorption process it gains partial access to their memories, knowledge and skills, losing it when the brain is finally consumed.

Lair and Lair Actions

An Arvalex Corpus Lair

An Arvalex Corpus' central lair is typically a damp or humid subterranean space in which it can trap and absorb new victims to feed its growth. The area is marked by pulsating, writhing walls as the Arvalex extends its network of tentacles into the surrounding spaces for growth and protection.

Lair Actions

When fighting inside its lair, a Corpus can use its own appendages and minions to take lair actions. On initiative count 20 (losing initiative ties), the Corpus can take one lair action to cause one of the following effects:

  • An area of ground extending 30 feet out from the Corpus becomes a mass of writhing, grasping pseudopods; that area is difficult terrain until initiative count 20 on the next round.
  • Walls within 120 feet of the Corpus sprout grasping appendages until initiative count 20 on the round after next. Each creature of the beholder’s choice that starts its turn within 10 feet of such a wall must succeed on a DC 18 Dexterity saving throw or be grappled. Escaping requires a successful DC 18 Strength (Athletics) or Dexterity (Acrobatics) check.
  • An incubation pustule near an enemy of the Corpus' choosing opens and spawns either 2 Agglomerates or 1 Scion. They roll separate initiative and join combat on the next round.

The Corpus can’t repeat an effect until they have all been used, and it can’t use the same effect two rounds in a row.

 

Previous Versions

Name Date Modified Views Adds Version Actions
2/4/2024 7:38:49 PM
15
2
--
Coming Soon

Monster Tags: aberration

Habitat: UnderdarkUrban

CrazyGreggy

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