Aberrant Ground. The ground in a 10-foot radius around the Heap is doughlike difficult terrain. Each creature that starts its turn in that area must succeed on a DC 14 Strength saving throw or have its speed reduced to 0 until the start of its next turn.
Gibbering. The Heap babbles incoherently while it can see any creature and isn't incapacitated. Each creature that starts its turn within 20 feet of the Heap and can hear the gibbering must succeed on a DC 14 Wisdom saving throw. On a failure, the creature can't take reactions until the start of its next turn and rolls a d8 to determine what it does during its turn. On a 1 to 4, the creature does nothing. On a 5 or 6, the creature takes no action or bonus action and uses all its movement to move in a randomly determined direction. On a 7 or 8, the creature makes a melee attack against a randomly determined creature within its reach or does nothing if it can't make such an attack.
Lightning Absorption. Whenever the Blaring Heap is subjected to lightning damage, it takes no damage and regains a number of hit points equal to the lightning damage dealt.
False Padding. If an object or creature were to land atop the Heap, the Heaps malleable body negates the damage to both creatures. However, if what landed atop the Heap was a creature, that creature is forced to make a DC 15 Dexterity saving throw, becoming engulfed by the Heap upon failure. The creature upon a successful roll can choose to roll off of the Heap, entering a space of its choosing within 5 feet of the Heap.
Multiattack. The Blaring Heap makes two slam attacks. If both attacks hit a Large or smaller target, the target is grappled (escape DC 15), and the Blaring Heap uses its Engulf on it. The Heap can replace one of its attacks with Regurgitation if it has a creature engulfed within itself.
Slam. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage.
Engulf. The Blaring Heap engulfs a Large or smaller creature grappled by it. The engulfed target is blinded, deafened, restrained, and unable to breathe, and it must succeed on a DC 15 Constitution saving throw at the start of each of the Heap's turns or take 15 (2d8 + 6) bludgeoning damage. If the Heap moves, the engulfed target moves with it. The Heap can have up to two creatures engulfed at a time.
A creature within 5 feet of the Heap can take an action to pull a creature or object out of the Heap. Doing so requires a successful DC 14 Strength check, and the creature making the attempt takes 8 (1d4 + 6) piercing damage upon failure.
Regurgitation. If there is a creature engulfed by the Heap, the Heap spits the creature out in a direction of its choosing within 35 feet, dealing (1d8) bludgeoning damage for every 10 feet and knocked prone. If there is a creature hit by the regurgitation, it rolls a DC 15 Dexterity saving throw, taking the same damage and becoming prone upon failure. The creature upon a successful roll can choose to move 5 feet in a direction of its choosing out of the way.
Lightning Redirection. If a creature uses an action that involves lightning damage within 60 feet of the Heap, the Heap can choose to redirect the damage to itself, or a creature of its choosing within the same range. If the Heap chooses a target other than itself, that target makes a DC 15 Dexterity saving throw, taking the damage upon failure, or half as much on a successful one.
Description
It is truly bizarre to even try and imagine how such a creature could come about, from such creatures with both vastly different goals. It makes one wonder and question just how vile such creatures really are to create such an abomination. Most that have lived to see one in person bring tales just as bizarre as the monster itself, babbling nonsense about its creation and the rods that stick out from their bodies.
Lair and Lair Actions
Often times when a Blaring Heap has grown old enough, they will use the metal rods from their body, as well as some they have found and place them within a perimeter around themselves, creating an area coated with thick, moist vegetation and flesh that serves as their lair.
Lair Actions
On initiative count 20 (losing initiative ties), the Blaring Heap takes a lair action to cause one of the following effects; the Blaring Heap can’t use the same effect two rounds in a row:
- The Heap activates its metal rods around its lair, allowing the Heap to use Lightning Redirection as many times as it’s activated, using its entire lair as the range instead. This lasts until the Heaps next turn.
- If there is a creature that has died within the Heaps lair, the Heap uses some of its extra flesh and plant matter, reanimating the creature under its control. The reanimated creature only has half of its original hit points, doing half the damage on its actions as well. If the reanimated creature were to perish once more, it can no longer be reanimated by the Heap.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
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2/13/2025 8:05:57 AM
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10
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0
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5e
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Coming Soon
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2/13/2025 9:03:47 AM
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12
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0
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Coming Soon
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