Huge Aberration, Chaotic Neutral
AC 15 Natural Armor    Initiative +4 (14)
HP 360 (32d10 + 100)
Speed 50 ft., Climb 50 ft., Walk 30 ft.
Mod Save
STR 25 +7 +7
DEX 18 +4 +4
CON 24 +7 +7
Mod Save
INT 22 +6 +6
WIS 23 +6 +6
CHA 5 −3 −3
Skills Arcana +19, Nature +26
Vulnerabilities Fire
Resistances Poison, Psychic, Bludgeoning from nonmagical attacks
Immunities Necrotic; Grappled, Restrained, Unconscious
Senses Tremorsense 200 ft, Truesight 100 ft, Unknown 60; Passive Perception 18
Languages Common, Draconic, Elvish, Telepathy 200 ft It has the knowledge to pick up any language it hears.
CR 12 (XP 8,400; PB +4)
Traits

Insanity (Mythic): This amalgamation of flesh, bone, and plants causes anyone who gazes upon its horrid form for an extended period of time to lose control of their attacks for a short period of time. 

  • All players must succeed on a DC 13 Wisdom saving throw or become Frightened until the end of the next turn.

Enthralled (Mythic, Only when Unity occurs): The amalgamation of flesh, bone, and plant matter has finally found peace within its chaotic form and is no longer in pain. He has become a sight so beautiful you lose all will to fight it for a short while.

  • All players must succeed on a DC 14 Wisdom saving throw or become Charmed until the end of the next turn.

 

 

Actions

Abominations Desperation: Able to use any of its three parts to attack you out of the pain of just its own existence: Barbs of Skeleton, Strike of Bloodied Meat, Whip of Deadly Flora.

Strike of Bloodied Meat: Melee Weapon Attack: +7 to hit, reach 12 ft., one target. Hit: 14 (2d10 + 3) [Bludgeoning] damage. The target must make a DC 12 Constitution saving throw or take 1d8 of [Acid] damage.

Barbs of Skeleton: Ranged Weapon Attack: +10 to hit, range 100 ft., one target. Hit: 20 (3d8 + 5) [Piercing] damage. The target must make a DC 14 Constitution saving throw or take 1d10 of [Necrotic] damage.

Whip of Deadly Flora: Ranged Weapon Attack: +9 to hit, range 60 ft., one target. Hit: 18 (2d10 + 7) [Slashing] damage. The target must make a DC 13 Constitution saving throw or take 2d8 of [Poison] damage.

Legendary Actions

 

Fluid Movement (Costs 1 Actions). Able to contort its body to move 50 ft in any direction while blending in with the nature around it.

Wailing of the Tortured (Costs 2 Actions). Al'umet lets out a scream that causes confusion to anyone within a 60 ft radius. The targeted must succeed a DC 11 Wisdom saving throw or become Incapacitated until the end of the next turn.

"Become One With Me" (Costs 3 Actions). Al'umet sends out tendrils made of bone, flesh, and flora to ingest something from the nearby environment to heal itself and stop the excruciating pain of existence. Al'umet regains 25 hit points and deals an additional 2d4 of [Bludgeoning] damage.

Mythic Actions

Unity (Mythic Action, 1/Encounter): Once Al'umet reaches 50% HP, he begins to become more complete. The different parts of his body begin to connect together instead of wriggling around sporadically. Like his body finally decided to stop fighting itself. It has finally achieved the unity it so desperately desired at the expense of everyone around it. Make a DC 16 Wisdom saving through or be charmed for two turns and take 2d10 of Radiant damage. All status conditions are cancelled.

 

Description

This creature was born from a magician conducting an experiment that went against the natural order. A combination of flesh, bone, and nature consisting of the flesh and bone of numerous creatures and the many aspects of plant matter. The magician failed to combine them properly, so Al'umet's various parts are constantly fighting and tearing each other apart, each rejecting the others existence. Al'umet eventually murdered the magician and was able to gain some semblance of sanity and knowledge of the arcane and from then on tried to figure out a way to end the pain. This also enabled the creature to learn at an astounding rate causing it to learn and remember everything it sees, hears, and smells. This creature then figured out that if it takes in parts from others, it can repair its own broken body, so he constantly takes in more parts from other creatures and plants in order to ease the pain to no end. To ultimately, find completion by any means necessary and to finally become beautiful.

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.

Previous Versions

Name Date Modified Views Adds Version Actions
12/25/2025 1:24:29 PM
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Monster Tags: abberationmonstrosityAbominations

AstralStarSage

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