Huge Aberration, Chaotic Evil
Armor Class 16 (Natural armor)
Hit Points 164 (16d12 + 40)
Speed 30 ft., (Hover)
STR
21 (+5)
DEX
13 (+1)
CON
15 (+2)
INT
18 (+4)
WIS
22 (+6)
CHA
17 (+3)
Saving Throws STR +9, WIS +10
Damage Resistances Necrotic
Damage Immunities Poison
Condition Immunities Poisoned, Prone
Senses Darkvision 60 ft., Passive Perception 17
Languages Telepathy 400 ft.
Challenge 10 (5,900 XP)
Proficiency Bonus +4
Traits

Eldritch Form. The form of the Agrotlish is too much for the mind to handle. Anyone who sees the Agrotlish must make a DC 16 Wisdom saving throw or take 11 (3d6) Psychic damage and become Frightened of the Agrotlish for 1d4 minutes. Succeeding on the saving throw does not grant temporary immunity to this ability.

Regeneration. At the start of the Agrotlish's turn, if it is above 0 HP, it recovers 10 hit points. It also regrows lost tentacles after 30 seconds.

Putrid Stench. Anyone who starts their turn within 30 feet of the Agrotlish and is not immune to Poison damage must make a DC 14 Constitution saving throw or be Poisoned for 1d4 rounds, and also take 9 (2d6+2) Poison damage. On a successful save, that creature is immune to the Putrid Stench of this specific Agrotlish for the next 60 minutes. If a creature fails the saving throw twice in a row, they become Stunned until another creature takes an action to "snap them out of it."

Distortion. The Agrotlish's multidimensional form distorts reality around it. Terrain within 20 feet of the Agrotlish is difficult terrain for other creatures.

Actions

Screech (Recharge 5, 6). The Agrotlish unleashes a deafening screech. Anyone within 60 feet of the Agrotlish must make a DC 18 Wisdom saving throw. On a failed save, they take 5 (2d4) Thunder damage and 11 (2d8) Psychic damage. On a successful save, they only take the Thunder damage. If they fail the saving throw by 5 or more, they are Paralyzed for 1d4 minutes.

Multiattack. The Agrotlish makes 3 tentacle attacks and 1 Acid Glob attack. If it chooses to, it can swap out any number of these tentacle attacks for a Tentacle Grab attack.

Tentacle. Melee Weapon Attack: +8 to hit, reach 20 ft., 1 target. Hit: 9 (3d4 + 1) Bludgeoning damage.

Tentacle Grab. The Agrotlish grabs a target within 20 feet of it with a tentacle. That target is now Grappled by the Agrotlish. At the start of their turn, they can attempt a DC 16 Strength saving throw to free themselves from the Agrotlish, and their allies could also attempt this on their turns. If the Agrotlish uses Tentacle on a target using a tentacle that is grabbing another target, both the target of the Tentacle and the target being grabbed take the Tentacle damage.

Acid Glob. The Agrotlish fires an acid glob at a point of its choice within 90 feet of it. Any creatures in a 15x15 foot area around that point must make a DC 16 Dexterity saving throw, taking 14 (3d6+3) Acid damage on a failed save, or half as much damage on a successful one. The AoE of where the acid glob hit is now covered in acid for 2 rounds. This makes it difficult terrain, and anyone who either starts or ends their turn there (doing both on the same turn doesn't cause it twice) takes 5 Acid damage.

Legendary Actions

The Agrotlish has 3 legendary actions. It regenerates them at the start of each of its turns.

Tentacle. The Agrotlish makes one Tentacle attack.

Bite (Costs 2 actions). The Agrotlish bites a creature that it is Grappling. That creature takes 13 (3d6+2) Piercing damage and 4 (1d4+2) Poison damage.

Lair and Lair Actions

The lair of an Agrotlish is a den in the ground, made of strange, fleshy walls.

Lair Actions

On initiative count 20 (losing initiative ties), the Agrotlish takes a lair action to cause one of the following effects; the Agrotlish can’t use the same effect two rounds in a row:

  • A toxic gas fills the lair. Anyone not immune to Poison damage must make a DC 15 Constitution aaving throw or take 7 (1d12) Poison damage and become Stunned.
  • An Ooze of the DM's choice appears somewhere within the lair. The DM can choose stronger Oozes if they want a more challenging encounter.
  • A tentacle grows out of one of the walls and makes either a Tentacle or Tentacle Grab attack against a target. The tentacle remains there until killed, and it has 70 HP.

Regional Effects

The region containing a legendary Agrotlish’s lair is distorted by the reality-altering effects of the Agrotlish, which creates one or more of the following effects:

  • Anything within 300 feet of the lair is difficult terrain.
  • The lair is highly contaminated. Anyone below half health within 1000 feet of the lair must roll a d4 every minute - On a 1, they suffer one of the illnesses of the Contagion spell.
  • Anyone within 100 feet of the lair must make a DC 10 Wisdom saving throw every minute. On a failed save, they lose 1 sanity. If their sanity goes down to -3, they are affected by Madness.

If the Agrotlish dies, these effects fade over the course of 4d4 days.

IMMalwarekai53690_HELP

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