Large Aberration (Cursed), Any Good Alignment
Armor Class 18 Natural armor
Hit Points 93 (11d8 + 44)
Speed 30 ft.
STR
19 (+4)
DEX
9 (-1)
CON
20 (+5)
INT
10 (+0)
WIS
11 (+0)
CHA
1 (-5)
Saving Throws STR +7, CON +8
Damage Vulnerabilities Piercing, Slashing
Damage Resistances Bludgeoning
Damage Immunities Poison
Condition Immunities Charmed, Frightened, Poisoned, Unconscious
Senses Passive Perception 10
Languages Common, Deep Speech, Infernal Understands the languages of its creator
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

Tendril of the Deep

At 1st level, you can magically summon a spectral tendril that strikes at your foes. As a bonus action, you create a 10-foot-long tendril at a point you can see within 60 feet of you. The tendril lasts for 1 minute or until you use this feature to create another tendril.

When you create the tendril, you can make a melee spell attack against one creature within 10 feet of it. On a hit, the target takes 1d8 bludgeoning damage, and its speed is reduced by 10 feet until the start of your next turn. When you reach 10th level in this class, the damage increases to 2d8.

As a bonus action on your turn, you can move the tendril up to 30 feet and repeat the attack .

You can summon the tendril a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

 

Orbital Soul

At 6th level, you are now even more at home in the depths. You gain resistance to bludgeoning damage. In addition, when you are fully submerged, any creature that is also fully submerged can understand your speech, and you can understand theirs.

Guardian Coil

At 6th level, your Tendril of the Deeps can defend you and others, interposing itself between them and harm. When you or a creature you can see takes damage while within 10 feet of the tendril, you can use your reaction to choose one of those creatures and reduce the damage to that creature by 1d8. When you reach 10th level in this class, the damage reduced by the tendril increases to 2d8.

Grasping Tendrils

Starting at 10th level, you learn the spell Evard's Black Tentacles. It counts as a warlock spell for you, but it doesn't count against the number of spells you know. You can also cast it once without using a spell slot, and you regain the ability to do so when you finish a long rest.

Whenever you cast this spell, your patron's magic bolsters you, granting you a number of temporary hit points equal to your warlock level. Moreover, damage can't break your concentration on this spell.

Fathomless Plunge

When you reach 14th level, you can magically open temporary conduits to orbital destinations. As an action, you can teleport yourself and up to five other willing creatures that you can see within 30 feet of you. Amid a whirl of tendrils, you all vanish and then reappear up to 1 mile away in an established area of space you've seen or within 30 feet of it, each of you appearing in an unoccupied space within 30 feet of the others.

Once you use this feature, you can't use it again until you finish a short or long rest.

 

Actions

Multiattack. V.E.N.O.M makes two actions.

Tendril Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (3d8 + 4) bludgeoning damage. V.E.N.O.M must have the creature grappled to perform this action. 

Tendril Sling. Ranged Attack: +7 to hit, reach 30 ft., one target. Hit: 13 (2d6 + 4) bludgeoning damage. V.E.N.O.M must have the creature grappled to perform this action. Surrounding hostile creatures take half damage.

Tendril Slash. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (1d10 + 4) bludgeoning damage.

Hallow.

You infuse an area around you with holy (or unholy) power. The area can have a radius up to 15 feet, and the spell fails if the radius includes an area already under the effect a hallow spell. The affected area is subject to the following effects.

First, celestials, elementals, fey, fiends, and undead can't enter the area, nor can such creatures charm, frighten, or possess creatures within it. Any creature charmed, frightened, or possessed by such a creature is no longer charmed, frightened, or possessed upon entering the area. You can exclude one or more of those types of creatures from this effect.

Second, you can bind an extra effect to the area. Choose the effect from the following list, or choose an effect offered by the GM. Some of these effects apply to creatures in the area; you can designate whether the effect applies to all creatures, creatures that follow a specific deity or leader, or creatures of a specific sort, such as orcs or trolls. When a creature that would be affected enters the spell's area for the first time on a turn or starts its turn there, it can make a Charisma saving throw. On a success, the creature ignores the extra effect until it leaves the area.

Courage. Affected creatures can't be frightened while in the area.

Darkness. Darkness fills the area. Normal light, as well as magical light created by spells of a lower level than the slot you used to cast this spell, can't illuminate the area.

Daylight. Bright light fills the area. Magical darkness created by spells of a lower level than the slot you used to cast this spell can't extinguish the light.

Energy Protection. Affected creatures in the area have resistance to one damage type of your choice, except for bludgeoning, piercing, or slashing.

Energy Vulnerability. Affected creatures in the area have vulnerability to one damage type of your choice, except for bludgeoning, piercing, or slashing.

Everlasting Rest. Dead bodies interred in the area can't be turned into undead.

Extradimensional Interference. Affected creatures can't move or travel using teleportation or by extradimensional or interplanar means.

Fear. Affected creatures are frightened while in the area.

Silence. No sound can emanate from within the area, and no sound can reach into it.

Tongues. Affected creatures can communicate with any other creature in the area, even if they don't share a common language.

Reactions

Opportunity Attack

You can make an opportunity attack when a hostile creature that you can see moves out of your reach. To make the opportunity attack, you use your reaction to make one melee attack against the provoking creature. The attack occurs right before the creature leaves your reach

Rematerialize

When knocked prone, V.E.N.O.M can retract to his parasitical form and rematerialize himself into humanoid form.

Description

V.E.N.O.M's exact origin is unknown, but its ferromagnetic appearance suggests it may reign from an exoplanet rich in ferrous metals under a forceful magnetic field. V.E.N.O.M's movements are animalistic, aggressive, and sporadic instinctively, but combining with XENO-101 has stabilized its nature.

Monster Tags: aberration

magu62001

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