Medium Ooze (Demon), Neutral Evil
Armor Class 10 Natural Armor
Hit Points 612 (3d8 + 600)
Speed 25 ft., Climb 25 ft. Cuchulain may attach to any surface and walk up or upside down it as if it were regular terrain
STR
15 (+2)
DEX
8 (-1)
CON
10 (+0)
INT
1 (-5)
WIS
15 (+2)
CHA
10 (+0)
Saving Throws CON +3, WIS +5, CHA +3
Skills Medicine +8, Stealth +2
Damage Vulnerabilities Cold, Fire
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Acid, Poison
Senses Blindsight 60 ft. (blind beyond this radius), Darkvision 120 ft, Passive Perception 15
Languages Abyssal, Aquan, Deep Speech --
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Traits

Cuchulain

Cuchulian the Tainted King is a creature that can be conjured by the Summoner-Esper cleric sub-class. Summon a fat blob of a creature with a foul scent that wears a wide grin and a fake gold crown made of Titanium. Must remain within 45 feet of the summoner or vanish. Requires a vial of poison to summon. Takes half damage from physical attacks. Takes double damage from water and earth spells and triple from fire damage. Fire damage will ignite Cuchulian dealing 1d4 burning dmg per turn until doused. Immune to poison and absorbs acid damage

Water weakness. Cuchulain takes double damage from water damage sources

Earth weakness. Cuchulain takes double damage from earth damage sources

Fire weakness. Cuchulain takes Triple damage from fire damage sources

Acid body. counter passive, opponents that strike Cuchulain with a melee weapon must make a dexteruty saving throw against 12 or take 1d4 acid damage increased to 1d10 at lvl5

Amorphous. Cuchulain can move through a space as narrow as 3 inches wide without squeezing.

Corrode Metal. Any non-magical weapon made of metal that hits the Cuchulain corrodes. After dealing damage, the weapon takes a permanent and cumulative −1 penalty to damage rolls. If its penalty drops to −5, the weapon is destroyed. Non-magical ammunition made of metal that hits Cuchulain is destroyed after dealing damage..

All Espers have the same Spell DC and Spell Save as the summoner that calls them.

HP is Calculated based on the Summoner's Stats

  • 3d8 + (summoner's wisdom modifier) (+1d10 [+summoner's wisdom modifier]/level above 1) 
  • HP on this card is the suggested Trial encounter HP
Actions

Innate Spellcasting:  Cuchulain can innately cast the following spells, requiring no material components

  • At will: Acid Splash, Gaseous Form
  • 3/day Each: Vitriolic Sphere, Stinking Cloud
  • 1/day: Contagion, Blight

Acid breath: Target a 10 foot cone, targets must make a cons saving throw or take full 4+ 3d4 +wisdom modifier acid damage and have their AC reduced by 2 two turns and become prone.

Absorb creature: Cuchulain grapples a prone medium to tiny size enemy and absorbs them into his body. Deals 2d8+wis modifier acid damage (+1d6 per lvl 3, 5, 9, 12 and 15). Opponent must make a strength saving throw against a DC of 15 at the start of its turn to free itself. On success the target is prone for one turn and exits up to 10 feet from Cuchulian. If Cuchulian is critically struck the trapped creature is freed.

 

Reactions

Explode: (reaction) Upon death is automatically cast or can be cast by Cuchulain of his own volition, or if he becomes taunted (*upon being taunted roll for a charisma saving throw if it fails Cuchulain will cast Explode after 1 turn nothing can stop this from happening). Cuchulain self-destructs and deals heavy acid damage in a 20 foot radius to all targets 8+ 4d10 +Wisdom modifier (+1d10 per level above 5) opponents must make a cons saving throw against spell DC or take full damage and are prone for 1 turn. Can only be cast once per encounter Cuchulain is KOed. All targets that did not succeed the saving throw are covered in Cuchulain's fluids and will take double fire damage for one turn.

Lair and Lair Actions

Cuchulain's Lair is the Pestilence Water Ways, or Cuchulain's Trial location. It is a 180 foot square maze with a 40 foot square  solid platform at the center housing Cuchulain. The maze is made up of sewer aqueducts that take up a 5 foot width and 10 feet width in some areas separating the ground in a square maze the water here is made of corrosive acid and will deal 1d8 acid damage to any who enter the acid and 1d8 acid damage for every 5 feet through the acid they move.

Special conditions in this location:

  • Acid and Poison based actions and spells are advantaged here
  • Every 2 rounds for one round the water has a reaction with the acid inside and begins to form an acidic gas 5 feet from the edge of the water dealing 1d6 acid damage to any targets that fall in this range.
  • Cuchulian will recover 1d8 HP for every 5 feet it moves through this acidic water
  • This acidic water is flamable on the surface and will burn if set on fire dealing and additional 1d6 fire damage to any targets that fall into the water.
  • If the waterways are set on fire, the fire and the acid react and toxic fumes are released. the room begins filling with this toxin. after 5 rounds since being set on fire the entire room is filled with poison gas. Everyone will take 1d4 poison damage at the start of their turn.

Monster Tags: abberationElemental

Habitat: UnderdarkUrban

Zerrachiel

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