Medium Monstrosity, Chaotic Evil
Armor Class 13 Natural
Hit Points 68 (8d8 + 24)
Speed 20 ft., walk 30 ft.
STR
16 (+3)
DEX
14 (+2)
CON
18 (+4)
INT
6 (-2)
WIS
12 (+1)
CHA
7 (-2)
Saving Throws STR +9, DEX +6, CON +10, INT +0, WIS +4, CHA -1
Skills Athletics +3, Perception +2, Stealth +4
Damage Vulnerabilities Radiant
Damage Resistances Necrotic, Piercing
Damage Immunities Psychic
Condition Immunities Charmed, Frightened
Senses Darkvision 60 ft, Tremorsense 10 ft, Passive Perception 12
Languages --
Challenge 3 (700 XP)
Proficiency Bonus +2
Traits

Traits

Twisted Resilience. The Unshaped has resistance to necrotic and psychic damage. It is immune to the charmed and frightened conditions.

Echo-Born. The Unshaped’s mind is a vessel for fragmented thoughts. It has advantage on saving throws against being stunned or put to sleep.

Death Echo. When the Unshaped is reduced to 0 hit points, it emits a fading pulse of energy. Each creature within 10 feet must succeed on a DC 13 Constitution saving throw or take 4 (1d8) necrotic damage.

Actions

Actions

Flesh Whip. Melee Weapon Attack: +6 to hit, reach 10 ft., one target.
Hit: 10 (2d6 + 3) slashing damage plus 4 (1d8) necrotic damage.
The target must succeed on a DC 13 Strength saving throw or be pulled 5 feet toward the Unshaped.

Mind Piercer. Ranged Spell Attack: +5 to hit, range 60 ft., one target.
Hit: 11 (2d10) psychic damage.
If the target is concentrating on a spell, it must make the concentration check with disadvantage.

Echo Howl (Recharge 5–6). The Unshaped emits a distorted psychic scream.
Each creature within 30 feet that can hear it must succeed on a DC 13 Intelligence saving throw or suffer 7 (2d6) psychic damage and gain 1 level of Sanity Fracture (DM-defined mental affliction).

Bonus Actions

Bonus Actions

  • Fleshy Surge. The Unshaped violently shifts its malformed body, moving up to half its speed. Its writhing flesh can squeeze through tight spaces, ignoring difficult terrain caused by its own corrupted flesh.

  • Grasping Tendrils. The Unshaped extends slimy tendrils toward one creature within 10 feet. The target must succeed on a DC 13 Strength saving throw or be restrained until the end of its next turn.

  • Writhing Mass. The Unshaped’s flesh undulates grotesquely, forcing all creatures within 5 feet to make a DC 13 Dexterity saving throw or have their speed reduced by 10 feet until the end of their next turn.

Reactions
  • Flesh Twitch. When a creature misses the Unshaped with a melee attack, the Unshaped can use its reaction to make a bite attack against that creature. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1d4 piercing damage.

  • Faltering Grasp. When a creature moves out of the Unshaped’s reach, it can use its reaction to attempt to restrain the creature with slimy flesh. The target must succeed on a DC 12 Strength saving throw or be restrained until the start of its next turn.

  • Minor Reflex. When the Unshaped takes damage, it can whisper dark echoes into the mind of the attacker. The attacker must succeed on a DC 12 Intelligence saving throw or have disadvantage on their next attack roll before the end of their next turn.

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

Monster Characteristics

Unshaped are twisted abominations born from corruption, taking many forms—from warped humanoids to monstrous beasts and grotesque creatures of sinew and flesh. Their bodies shift unnaturally, sometimes covered in writhing tendrils, sometimes fused with animalistic or malformed features. Though lacking true intellect, they possess a primal cunning and relentless hunger to hunt and infect. Their presence spreads a creeping corruption that unsettles those nearby.

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.

Monster Tags: monstrosityAbominations

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