Large Monstrosity, Chaotic Neutral
Armor Class 17 Natural
Hit Points 126 (19d12 + 34)
Speed 35 ft.
STR
20 (+5)
DEX
15 (+2)
CON
18 (+4)
INT
22 (+6)
WIS
21 (+5)
CHA
9 (-1)
Saving Throws STR +9, INT +10
Damage Resistances Bludgeoning, Cold; Bludgeoning, Piercing, and Slashing from Magic Weapons, Damage from Spells
Condition Immunities Frightened, Grappled, Prone
Senses Blindsight, Passive Perception 20
Languages Primordial Celestial
Challenge 12 (8,400 XP)
Proficiency Bonus +4
Traits

From Beyond Space. Due to its nature as a creature that dwells between planes of existence, the Abhorrent Shambler is resistant to all magical attacks.

Eldritch Knowledge. Due to the nature of its home land, the beast contains an incredible sense of the inner workings of magic. The Shambler has advantage on all saving throws caused by magical effects.

Actions

Tentacle Seperation. The Abhorrent Shambler shoves its tentacles into the dirt and detatches them. The tentacles act as individual creatures that act on the Shamblers Turn. The tentacles have 6d6 HP and can attack one creature within 10 feet of them with the same grasp attack as the Abhorrent Shambler, or can use their full turn to burrow 20 ft in any direction. The shambler can regrow its tentacles and repeat this attack in 1d8 turns.

Multiattack. The shambler may make any combination of the following two attacks-

Grasp. Melee Weapon Attack: +10 to hit, reach 10 ft., 1 target. Hit:  20 (4d6 + 5) [bludgeoning] damage. If a creature is hit by this attack, they must make a DC 16 STR or DEX check. On a failure, the creature is grappled.

The Call of Ancients. RangedWeapon Attack: range 40/120 ft., 1 target. The Shambler chooses one target it can see within the range and sounds a terrible call from beyond the stars. The selected creature must make a DC 17 Wisdom saving throw or be rendered stunned and frightened for one minute. The affected creature can remake this role on every one of its turns.

Reactions

Tormented Yawp. Upon successfully landing a melee attack upon the Abhorrent Shambler, a creature must make a DC 12 Wisdom saving throw or take 1d12 psychic damage and become stunned for one 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.

Description

A creature from the Astral Sea, the space between worlds, that subsists on the Magical Remnants of spells and effects that pass through its plane, as well as the occasional mage who gets lost.The floating horrors resemble pink, purple and blue masses of tentacles and teeth. Encounters with the creatures are rare, but nearly always deadly.

Monster Tags: abberation

AnaisVoin

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