Large Aberration, Neutral Evil
Armor Class 16 (natural armor)
Hit Points 200 (20d10 + 90)
Speed 20 ft., Swim 50 ft.
STR
24 (+7)
DEX
12 (+1)
CON
18 (+4)
INT
12 (+1)
WIS
15 (+2)
CHA
17 (+3)
Saving Throws STR +12, CON +9
Skills Intimidation +8, Religion +2
Damage Immunities Lightning; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Frightened, Paralyzed
Senses Truesight 60 ft., Passive Perception 14
Languages Undercommon understands but can’t speak
Challenge 14 (11,500 XP)
Proficiency Bonus +5
Traits

Amphibious. Bun-Gulp can breathe air and water.

Freedom of Movement. Bun-Gulp ignores difficult terrain, and magical effects can't reduce its speed or cause it to be restrained. It can spend 5 feet of movement to escape from nonmagical restraints or being grappled.

Psychedelic Ooze. Bun-Gulp exudes a gel that affects the minds of any who ingest it. Any humanoid that consumes a small amount must make a DC 20 Constitution saving throw, or else be subject to the following effects for 1 hour:

  1. The creature sees warped and shifting color patterns and has disadvantage on any ability check involving sight.
  2. The creature has disadvantage on any Charisma or Intelligence based saving throws triggered by Bun-Gulp.

Spellcasting. Bun-Gulp is a 6th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). It can cast the following spells, requiring no material components:

At will: Dancing Lights, Shocking Grasp, 

5/Day Each: Chromatic Orb, Fog Cloud, Thunderwave

3/Day Each: Mirror Image, Shatter, Hypnotic Pattern

1/Day Each: Major Image, Stinking Cloud, Cloudkill

Actions

Multiattack. Bun-Gulp makes four attacks: One spell attack and three weapon attacks.

Tentacle Sting. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 20 (3d8 + 7) acid damage.

Tentacle Grab. Melee Weapon Attack: +12 to hit, reach 20 ft., one target. Hit: 17 (3d6 + 7) bludgeoning damage, and the target is grappled (escape DC 18). Until the grapple ends, the target is restrained. Bun-Gulp can grapple four targets at once.

Fling. One Medium or smaller object held or creature grappled by Bun-Gulp is thrown up to 40 feet in a random direction and knocked prone. If a thrown target strikes a solid surface, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 15 Dexterity saving throw or take the same damage and be knocked prone.

Lightning Strike. Bun-Gulp magically creates a bolt of lightning, which can strike a target he can see within 90 feet. The target must make a DC 18 Dexterity saving throw, taking 22 (4d10) lightning damage on a failed save, or half as much damage on a successful one.

Bonus Actions

Hypnotic Body. Bun-Gulp’s body creates a hypnotic pattern of colorful lights. Each hostile creature within 60 feet of BunGulp that can see it must succeed on a DC 16 Wisdom saving or be charmed by the hypnotic lights until the end of its next turn. While charmed, the creature is incapacitated and has a speed of 0.

Legendary Actions

Bun-Gulp can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Bun-Gulp regains spent legendary actions at the start of its turn.

Tentacle Attack (Costs 2 Actions). Bun-Gulp makes one tentacle sting attack.

Fling. Bun-Gulp uses Fling.

Lair and Lair Actions

 

Lair Actions

On initiative count 20 (losing initiative ties), Bun-Gulp takes a lair action to cause one of the following magical effects:

  • A strong current moves through the lair. Each creature within 60 feet of Bun-Gulp must succeed on a DC 23 Strength saving throw or be pushed up to 60 feet away from Bun-Gulp. On a success, the creature is pushed 10 feet away from Bun-Gulp.
  • Creatures in the water within 60 feet of Bun-Gulp have vulnerability to lightning damage until initiative count 20 on the next round.
  • The water in the Bun-Gulp's lair becomes electrically charged. All creatures within 120 feet of Bun-Gulp must succeed on a DC 23 Constitution saving throw, taking 10 (3d6) lightning damage on a failed save, or half as much damage on a successful one.

 

Monster Tags: aberration

Habitat: Underwater

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