Large Aberration, Chaotic Evil
Armor Class 16 Natural armor
Hit Points 200 (20d10 + 100)
Speed 40 ft., Climb 40 ft., Swim 40 ft.
STR
18 (+4)
DEX
18 (+4)
CON
20 (+5)
INT
10 (+0)
WIS
12 (+1)
CHA
18 (+4)
Saving Throws CON +8, CHA +7
Skills Intimidation +8, Stealth +6
Damage Vulnerabilities Psychic
Damage Resistances Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Acid, Poison
Condition Immunities Blinded, Paralyzed, Stunned
Senses Blindsight 50 ft, Tremorsense 200, Passive Perception 14
Languages Common
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

(Rot damage is a type of damage related to the bbeg of my campaign you may swap it out with necrotic if you whish.)

Actions

Multiattack. The child makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (2d4 + 5) piercing damage plus (1d4) acid damage and (1d4) poison damage. If hits target must make a dc 15 con save or be poisoned.

Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (1d6 + 5) slashing damage plus (1d4) necrotic damage. If hit target must make a dc 12 con save or is paralyzed for 1 turn.

Acid Breath (Recharge 5–6). The child exhales acid in a 30­-foot line that is 5 feet wide. Each creature in that line must make a DC 15 Dexterity saving throw, taking (4d8) acid damage on a failed save and having their ac drop by 2 for two turns, or half as much damage on a successful one. 

Rot Breath (Recharge 5–6). The child exhales rot in a 30­-foot line that is 5 feet wide. Each creature in that line must make a DC 15 con saving throw, taking (2d8) rot damage and cannot heal that turn on a failed save, or half as much damage on a successful one.

Bonus Actions

Web (Recharge 5–6). Ranged Weapon Attack: As a bonus action the child spew a 30 ft cone of web. Targets must make a dc 16 dex save or the targets are restrained by webbing. As an action, the restrained target can make a DC 14 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 15; hp 10; vulnerability to fire damage; immunity to bludgeoning, poison, acid, necrotic, and psychic damage).

Haunting Wail. All who hear this wail (within 150 feet) must make a dc 16 wis save or have disadvantage on attacks on the child for one turn on a crit fail target drops prone and uses there full turn to weep as sadness overtakes them.

Reactions

Hellish scream: Recharges (11,12,1, or 2) The child screams, and any creatures within 20 feet of it must make a Dexterity saving throw dc 16. It takes 2d10 thunder damage on a failed save, or half as much damage on a successful one. All who hear the scream (within 150 feet) must make a dc 16 wis save or are now frightened.

Legendary Actions

2 legendary actions.

Scream of the hopeless (1 LA). The child may only use this if they are at half health or below otherwise may be used at any time. All creatures must make a dc 18 wis save as a scream filled with all the robbed hope of the child's victims rings out, if failed targets are stunned for 1 turn and after they recover from being stunned, they are frightened for 1 turns. (any one in the recovery period (the fear stage) cannot be stunned.)

Rotten and Reviled (1LA). May only be used once a day. For the next 5 turns your speed is 0 and you have disadvantage on attacks, heal (6d6) every turn and gain +2 to your ac. Creatures have disadvantage on attacks on you and must make a dc 15 con check or be poisoned if they are within 60 feet as the smell over comes them.

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

 An abomination warped by malice and pain the Child of the Drain is the embodiment of the sewars and all the filth thrown into it, both living and non. All places have an ego and when a scorn infant is thrown away and it's nearly dead corpse washes down the storm drain there is a chance that ego will attach to the child, saving it but also changing it. No longer just a child it stalks the sewars hoping to fill the void inside with both your flesh and your suffering.

This creature is quite large rivaling some bears even in shear bulk. It's body is covered in a muddy brown chitin that shins in any light from the thin film of oily mucus that covers it, bone like spines punch threw the shell in odd places and angles leaven crakes in the chitin around them where grey fur pokes threw matted with mucus and other filth, this fur also pokes out at the joints of the child causing it to move quite silently as it keeps the plates of the shell from scraping against each other as it moves. A ropy boil and scab covered tail drags behind it as it moves. Its shape resembles a child with their limbs put on so they move like some mockery of a lizard. Its eyes are a milky white and its face is a mass of hooked and barbed tentacles hiding a pit of broken jagged teeth.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count 10 (losing initiative ties), the Child of the Drain takes a lair action to cause one of the following effects; the monster can’t use the same effect two rounds in a row:

  • It pound the ground in a tantrum cause all in the lair to make a dc 15 dex save or take (2d6) bludgeoning damage and be knocked prone by falling debris.
  • It starts to cry causing the room to fill with feted water up for (1d6) turns, any who are submerged in it must make a dc 15 con save or take half healing till there next long rest.

 

Habitat: UnderdarkUrban

Turtmaster

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