Gargantuan Beast, Unaligned
AC 17 Natural Armor    Initiative +0 (10)
HP 330 (20d20 + 140)
Speed
Mod Save
STR 24 +7 +7
DEX 10 +0 +0
CON 24 +7 +12
Mod Save
INT 4 −3 −3
WIS 16 +3 +8
CHA 12 +1 +1
Vulnerabilities Cold
Immunities Acid, Poison; Charmed, Frightened, Poisoned, Prone
Senses Blindsight 120ft; Passive Perception 13
Languages None
CR 15 (XP 13,000; PB +5)
Traits

Legendary Resistance (3/Day). If the polyp fails a saving throw, it can choose to succeed instead.

Nematocyst Mantle. A creature that touches the polyp or hits it with a melee attack from within 5 feet takes 10 (3d6) poison damage and must succeed on a DC 18 Constitution saving throw or be Poisoned until the end of its next turn.

Budding Stalks. The polyp has up to 3 stalks (AC 17, 40 HP). Damage to a stalk does not harm the polyp. If a stalk is destroyed by cold or necrotic damage, it dies. If destroyed by any other damage type, it severs and instantly becomes a Colossal Spring-Polyp (acts on initiative count 20).

Mesogleal Core. A creature pulled inside the core is Blinded, Restrained, and takes 21 (6d6) acid damage at the start of the polyp's turns. A creature can use its action to make a DC 18 Strength (Athletics) check to escape, falling prone in an unoccupied space within 5 feet of the polyp.

Egg Extraction. As an action while inside the core, a creature can make a DC 20 Dexterity (Sleight of Hand) or Strength (Athletics) check, yielding 1d4 eggs on a success. Alternatively, a creature adjacent to the wound of a missing stalk can use a bonus action to extract 1d4 eggs without a check (usable once per removed stalk).

Actions

Multiattack. The polyp makes three Tentacle attacks or two Tentacle attacks and one Ingest attack.

Tentacle. Melee Weapon Attack: +13 to hit, reach 30 ft., one target. Hit: 16 (2d8 + 7) bludgeoning damage plus 22 (4d10) poison damage. The target is Grappled (escape DC 18). The polyp can grapple up to six creatures at a time.

Ingest. The polyp makes one attack against a Huge or smaller grappled creature. Hit: 22 (3d10 + 6) bludgeoning damage. The grapple ends, and the target is pulled into the Mesogleal Core.

Bonus Actions

can take additional opportunity attack BAs from its stalks while they are alive and attached

Legendary Actions

The polyp 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. The polyp regains spent legendary actions at the start of its turn.

Tentacle Swipe. The polyp makes one Tentacle attack.

Neurotoxic Pulse (Costs 2 Actions). All creatures currently grappled by the polyp take 14 (4d6) poison damage and must make a DC 18 Constitution saving throw or be Stunned until the end of their next turn.

Vernal Regeneration (Costs 2 Actions). If the polyp hasn't taken cold or necrotic damage since the end of its last turn, it chooses one:

  • Regain 6d12 + 15 hit points.
  • Grow a new Budding Stalk.
  • Voluntarily sever an existing stalk to spawn a Colossal Spring-Polyp.
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

Anchored to the lightless bedrock of its freshwater domain, the Apex Vernal Polyp is a titanic, stationary ambush predator that has devoured its entire ecosystem. Translucent, pale-green, and swaying gently in the deep currents, its massive form mimics a grove of overgrown aquatic flora. Blind and mindless, the beast relies entirely on an unnatural sensitivity, feeling faint pressure waves and tasting the water to pinpoint anything swimming nearby.

The moment a creature disturbs the water, a massive canopy of tentacles violently sweeps the area. Anything brushing against its flesh is instantly pierced by thousands of barbed stingers that inject a paralyzing venom. Helpless prey is then dragged into a central, gaping maw and forced into a churning, acidic stomach cavity to be slowly digested. Unchecked by natural predators, its endless cycle of healing and spawning new buds has allowed it to grow to gargantuan proportions, turning the lake's entire food chain into fuel for its undying body.

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.

DragonCorgi

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