Metamorphose. At the beginning of its turn, the aberrantis can choose which type of damage it will deal with its goo spray attack from the following: acid, necrotic, or poison.
Psychic Disarray. The mound projects a psychic field around itself that disorients all creatures affected by it. When a creature starts its turn within 30 feet of the abberantis mound it must make a DC 16 Charisma saving throw. On a failed save, a creature cannot take reactions on its next turn, and rolls 1d4 to determine what it does on its next turn.
On a 1-2 the creature doesn’t move or take actions. On a 3 it attacks a random creature, using its movement to reach the creature if able. On a 4 the creature can act and move normally. If a creature’s saving throw is successful or another effect ends it, the target is immune to the aberrantis’ psychic disarray for 24 hours.
Goo Spray. The mound exhales a poisonous gas cloud in a 15 ft. cone. Each creature in that area must make a DC 16 Constitution saving throw, taking 21 (6d6) poison damage.
Tube. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (2d6) bludgeoning damage, and the target must make a DC 14 Constitution saving throw, taking 21 (6d6) poison damage on a failed save, and are injected with metamorphite. On a successful save the target takes half damage and is not affected by the metamorphite.
Description
An undulating mass of seemingly disorganized organs lies before you, intestines and unidentifiable organs sprouting from it like colorful coral growths. The mass subtly shakes, breathing in a deep, rasping gasp. This mound of flesh in front of you was once a normal creature, now twisted and mutated beyond recognition. The mass of organs shifts again, and you get the distinct feeling it is watching you.
Mounds are the most metamorphosed of the aberrantis: they are creatures who enter the metamorphosis and transform out of control. The result is a creature that is living, but changed beyond recognition. From this transformation bizarre and powerful abilities develop, a trade off for the loss of the creature’s original form. Mounds are typically accompanied by other aberrantis or cultists.
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