Medium Aberration, Any Chaotic Alignment
Armor Class 15 Natural Armor
Hit Points 80 (20d8)
Speed
STR
20 (+5)
DEX
15 (+2)
CON
12 (+1)
INT
12 (+1)
WIS
14 (+2)
CHA
18 (+4)
Saving Throws STR +9, CON +5, CHA +8
Damage Resistances Thunder
Damage Immunities All damage from spells, Force
Condition Immunities Blinded, Charmed, Deafened, Exhaustion
Senses Unknown Commonly called Creature Sense the Blorg can use this to detect any creature within 10 ft. of it whether or not it is visible., Passive Perception 15
Languages --
Challenge 10 (5,900 XP)
Proficiency Bonus +4
Traits

Chaos Essence. There is a 25 percent chance the Blorg's damage from spells or other attacks are changed to one of the following. Fire, Cold, Bludgeoning, Slashing, Piercing, Lightning, Acid,  or Poison. 

Blood of Chaos. If the Blorg takes at least 20 damage in one turn it must make a DC 18 Constitution saving throw on a failed saving throw all creatures within 30 ft. of it must make a DC 15 Dexteerity saving throw or take 31 (9d6) damage of one type of its Chaos Essence

Spellcasting. The Blorg can innately cast the following spells requiring no material compnents. Spell Save DC 18, +6 to hit. 

At will: Lightning bolt, Fireball, 

1/day: Delayed Blast Fireball, Cloudkill

3/day: detect thoughts, earthquake

Actions

Action Name. Enter the description for your action.

 Ruined Claw. Melee Weapon Attack: +4 to hit, reach 10 ft., 1 target. Hit: 36(9d6 + 5) slashing damage. The creature must make a DC 18 Constitution saving throw or be stunned. If they fail the saving throw an egg is implanted in them which will hatch in 2d6 days killing the creature unless Greater Restoration or a similar spell is used.

 

Bonus Actions

Enter the description for how bonus actions work for your monster here.

Reactions

Damage Redirect. If the Blorg takes damage it can try to redirect all damage to one creature in range.

Legendary Actions

The Blorg can take three Legendary Actions and only one after each turn

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Description

The Blorg was created from the essence of the Limbo and as such has an uncontrollable power given to it very rarely the Blorg can be given more power these Blorgs are known as Primes.

Lair and Lair Actions

Lair Actions

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

  • Mind Splinter The Blorg forces all creatures within 20 ft. radius centered on a point of its choice. Each creature must make a DC 15 wisdom saving throw or take 31 (9d6) psychic damage on a failed save and half as much on a successful one.
  • Portal of Chaos All creatures within a 120 ft. radius of a point that the Blorg chooses must make a DC 16 Dexterity saving throw or take 38 (7d10) force damage there is a 25 percent chance a permanent portal to Limbo is created.

Regional Effects

The region containing a legendary Blorg’s lair is warped, which creates one or more of the following effects:

  • All animals and plants have a chance to be warped by Limbo causing them to gain the ability to give elemental damage to one attack.
  • All nonmagical flames within six miles of the lair have a 25 percent chance to transform into a puddle, pebble, stick, or an even brighter flame. 

If the Blorg dies, these effects fade over the course of 2d4 days.

Habitat: CoastalDesertForest

MALISON12

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