Huge Aberration, Unaligned
Armor Class 15
Hit Points 125 (16d10 + 37)
Speed 20 ft., Swim 20 ft.
STR
18 (+4)
DEX
8 (-1)
CON
16 (+3)
INT
5 (-3)
WIS
10 (+0)
CHA
5 (-3)
Condition Immunities Blinded, Deafened, Exhaustion
Senses Blindsight 60ft (can't sense anything past this), Passive Perception 10
Languages --
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

Innocent Heart. Walter's infant body lays at the center of the flesh mound, crying out in pain. There are 5 tendrils connecting Walter to the flesh mound. An engulfed creature on a successful DC 13 Perception or Investigation check (no action required) is able to locate Walter's body inside the mound. Walter's body itself is immune to all damage, but the tendrils have an AC of 10 and 5 hp and are immune to area of effect damage. If a tendril is severed, the Flesh Mound takes 5d10 necrotic damage. If all 5 tendrils are severed, the Flesh Mound dies, and Walter's soul is freed. 

Actions

Multiattack. Walter makes one slam attack, one spew gore attack, and can engulf a creature it has grappled

Slam. Melee Weapon Attack: +7 to hit, reach 10 ft., 1 target. Hit:  11(2d6 + 4) [bludgeoning] damage. 

Instead of damage, The mound can choose to instead grapple a creature with no contest if the attack hits.

Spew Gore. Area of Effect: range cone 15ft. A creature in the area must make a DC 13 Dexterity saving throw or be blinded and take Hit: 5 (2d4) [acid] damage. On a successful save the target is not blinded and only take half damage. The blindness is removed at the end of the flesh mounds next turn.

Engulf: The mound can engulf a creature it has grappled. An engulfed creature cannot breath and is restrained. An engulfed creature must make a dc 14 constitution saving throw or take 3(1d4) [bludgeoning] damage at the start of their turn. The creature can attempt to escape with a successful Strength contest.

Reactions

Eject Intruder. When one of it's tendrils is destroyed, the Flesh Mound can use its reaction to eject a creature it is engulfing. The engulfed creature must make a DC 14 Strength saving throw or be sent up to 30 ft from the Flesh Mound and take 7 (2d6) [bludgeoning] damage. 

Odie26

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