Medium Aberration, Chaotic Neutral
AC 12    Initiative +4 (14)
HP 65 (10d8 + 20)
Speed 30 ft., Climb 20 ft.
Mod Save
STR 13 +1 +1
DEX 15 +2 +4
CON 14 +2 +2
Mod Save
INT 14 +2 +4
WIS 13 +1 +1
CHA 11 +0 +2
Skills Perception +3, Stealth +4
Resistances Acid, Psychic
Immunities Necrotic, Poison; Poisoned
Senses Darkvision 90 ft.; Passive Perception 13
Languages Common plus one other language
CR 4 (XP 1,100; PB +2)
Traits

Toxic Aura. At the end of each of the mutated's turns, each creature of the mutated's choice in a 5-foot Emanation originating from the mutated takes 3 (1d6) Necrotic damage plus 2 (1d4) Poison damage.

Wasteland Mutation. The mutated has one of the following traits (roll 1d4):

1: Magic Resistance. The mutated has Advantage on saving throws against spells and other magical effects.
2: Mutable Adaptation. The mutated has Advantage on saving throws made to avoid or end the Blinded, Deafened, Incapacitated, Paralyzed, Petrified, Prone, Stunned, and Unconscious conditions.
3: Pack Tactics. The mutated has Advantage on an attack roll against a creature if at least one of the mutated's allies is within 5 feet of the creature and the ally doesn’t have the Incapacitated condition.
4: Spider Climb. The mutated can climb difficult surfaces, including along ceilings, without needing to make an ability check.

Actions

Multiattack. The mutated makes two attacks, using Rend or Psychic Bolt in any combination.

Rend. Melee Attack Roll: +4, reach 5 ft. Hit: 9 (2d6 + 2) Slashing damage plus 5 (2d4) Acid damage, and the target suffers the following effect. Constitution Saving Throw: DC 12. Failure: The target has the Poisoned condition. While Poisoned, the target takes 7 (2d6) Poison damage at the start of each of its turns, and repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically. Success: 7 (2d6) Poison damage.

Psychic Bolt. Ranged Attack Roll: +4, range 60 ft. Hit: 13 (2d10 + 2) Psychic damage and the target has the Blinded, Charmed, Frightened, or Stunned condition (mutated's choice) until the end of its next turn.

Spellcasting. The mutated casts one of the following spells, requiring no Material components and using Intelligence as the spellcasting ability (spell save DC 12):

At Will: Detect Magic, Guidance, Mage Hand, Minor Illusion, Prestidigitation
1/Day Each: Darkness, Dimension Door, Dispel Magic, Hold PersonHunger of Hadar, Invisibility, Lightning Bolt

Reactions

Spell Reflection. Trigger: The mutated succeeds on a saving throw against a spell, or a spell’s attack roll misses it. Response—Dexterity Saving Throw: DC 12, the triggering creature. Failure: 7 (2d6) Force damage.

Habitat: MountainPlanar (Shadowfell)SwampUrban

Treasure:  Individual

Golden_Pug

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