AC 14 Natural Armor    Initiative +2 (12)
HP 65 (10d10 + 10)
Speed 40 ft., Climb 30 ft.
Mod Save
STR 18 +4 +4
DEX 16 +3 +6
CON 18 +4 +7
Mod Save
INT 8 −1 −1
WIS 12 +1 +1
CHA 5 −3 −3
Resistances Cold, Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Immunities Poison, Psychic; Charmed, Exhaustion, Frightened, Poisoned
Senses Darkvision (60 feet); Passive Perception 11
Languages None
CR 5 (XP 1,800; PB +3)
Traits

Dead Silence Aura. The Black Maw Husk emits a 10-foot radius antimagic field that prevents verbal spellcasting. Any living creature that enters or starts its turn in this area takes 4 (1d8) cold damage. This area is completely silent, negating sound-based effects.

Summon Restless Dead. At initiative count 20 (losing ties), the Husk raises 1d4+1 Crawling Claws or 1d2 Zombiesfrom the surrounding area. These undead act immediately after being summoned.

Unnatural Might. The Husk's melee attacks count as magical.

Devour the Dead. The Black Maw can consume an undead within 10 feet as a bonus action, regaining 10 HP per undead devoured.

Spell Maw. When the Black Maw succeeds on a saving throw against a spell, it takes no damage and can store the spell’s effect. On its next turn, it can use the spell as an action, using the original caster’s spellcasting ability (Attack DC and Spell Attack Bonus). The spell is lost if not used within 1 minute.

Exposed Husk. The humanoid husk still dangles from the Black Maw’s body. Any attack against the husk is made at advantage and deals an extra 5 damage on a hit.

Magical Regurgitation. If the Black Maw takes 15 or more damage in one turn, it vomits up a recently consumed magical item. Roll on the table below:

d8 Disgorged Effect
1 Expelled Undead: The Black Maw violently regurgitates a restless corpse, summoning either 1d2 Zombies or 1d4 Skeletons (DM’s choice). These undead act on initiative count 20.
2 Acid Bile Spray: The Maw spews a stream of acidic bile in a 15-ft. cone. Creatures in the area must make a DC 13 Dexterity saving throw, taking 12 (3d6) acid damage on a failure, or half as much on a success.
3 Gold-Laced Remains: It vomits a pile of 1d10 x 10 gold pieces, mixed with shattered bone and viscera. Any creature within a 10 foot cone must succeed on a DC 12 Dexterity saving throw or be blinded until the end of their next turn due to the filth.
4 Unstable Magic Core: A random spell scroll (level 1) is expelled in a crackling mass of necrotic energy. When a creature picks it up, roll 1d6: on a 1, it explodes, forcing the holder to make a DC 13 Constitution saving throw or take 10 (3d6) necrotic damage.
5 Weapon or Armor Chunk: The Black Maw disgorges a corroded but still functional weapon or armor piece. Roll 1d4: (1-2) +1 Dagger, (3) +1 Studded Leather, (4) +1 Shield. The item is covered in disgusting bile but is otherwise intact.
6 Consumed Magic Relic: A random magic item (common or uncommon) is vomited out. Roll on the DMG Magic Item Table A (DM’s choice).
7 Shadow Maw Sludge: A pulsing, black mass of necrotic ooze is expelled and quickly animates. Treat this as a Gray Ooze, but it has resistance to necrotic damage.
8 Frenzied Ejection: The Maw spasms violently, disengages for free, and leaps 20 feet in a direction of its choice, leaving behind a writhing pile of viscera that explodes at the start of its next turn. Creatures within 10 feet must make a DC 14 Constitution saving throw or take 8 (2d6) necrotic damage and be poisoned for 1 minute (save ends at end of turn).

 

Actions

Multiattack. The Black Maw makes two attacks: one Bite and one Slam.

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 14 (2d10+3) piercing damage, and the target must succeed on a DC 14 Constitution saving throw or take 5 (1d10) necrotic damage at the start of their next turn.

Slam. Melee Weapon Attack: +7 to hit, reach 10 ft., one target.
Hit: 12 (2d8+3) bludgeoning damage. If the target is a creature, they must succeed on a DC 14 Strength saving throwor be grappled (Escape DC 14).

Shadow Leap (Recharge 5-6). The Black Maw dissolves into shadowy slime and moves up to 40 feet without provoking opportunity attacks. It can move along walls and ceilings as part of this movement.

Bonus Actions

Abyssal Lunge (Recharge 4-6) Bonus Action

The Black Maw compresses its amorphous form before violently launching itself up to 30 feet in any direction, including straight upward or along walls and ceilings. It can pass through tiny openings or gaps in terrain as though it were squeezing, leaving behind a slick, blackened residue that sizzles with necrotic energy.

If it lands within 5 feet of a creature, that creature must succeed on a DC 13 Dexterity saving throw or be knocked prone as the Maw's semi-liquid mass crashes down around them. If the Maw lands on a surface it can climb, it may immediately adhere to it without requiring an Athletics check.

Legendary Actions

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

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

Mythic Actions

Mythic Action Name. Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

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

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

DumbestDM

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