Large Monstrosity, Unaligned
Armor Class 19 Natural
Hit Points 382 (18d12)
Speed 50 ft.
STR
24 (+7)
DEX
17 (+3)
CON
20 (+5)
INT
6 (-2)
WIS
12 (+1)
CHA
4 (-3)
Saving Throws STR +11, CON +9
Damage Resistances Acid, Cold; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Poison
Senses Blindsight 60ft, Tremorsense 30ft, Passive Perception 18
Languages --
Challenge 10 (5,900 XP)
Proficiency Bonus +4
Traits

Unending Hunger: If the Pale Eater consumes something organic it heals 25 hit points.

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

Actions

Multi Attack. The Pale Eater may regurgitate then make 3 attacks: 2 claw strikes, and 1 Bite.

Claw Strike. Melee Attack Roll: +8, reach 10 ft. Hit: 11 (2d6 + 5) Slashing damage plus 6 (2d6) Cold damage, and the target must make a DC 16 Strength saving throw or be restrained.

Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 17 (2d12 + 5) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 32 (8d8) poison damage on a failed save, or half as much damage on a successful one.

Regurgitative Spew. Ranged Weapon Attack: +8 to hit, range 15/30 ft., one creature. Hit: The target must make a DC 15 Constitution saving throw, taking 24 (6d8) poison damage on a failed save and be poisoned, or half as much damage on a successful one.

Legendary Actions

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

Swallow. The Pale Eater attempts to swallow a creature thats in its jaws.

Claw Strike. The Pale Eater makes a Claw Strike attack. 

Dash. The Pale Eater takes the dash action.

Lair and Lair Actions

A blood soaked chamber riddled with cages and chains. The odor of this room is that of rotten meat and death. A few small lamps give partial light to the chamber.

Lair Actions

On initiative count 20 (losing initiative ties), the Pale Eater takes a lair action to cause one of the following effects:

  • An alarm starts to blare causing the Pale Eater to frenzy. The Pale Eater has advantage of all attacks, but disadvantage on all saving throws. (1)
  • The ceiling starts to drip with blood, the floor becomes sticky and hard to walk through. The terrain becomes difficult. (2)
  • 1d4 cages fall from the ceiling releasing "fresh meat" onto the battlefield. (3)
  • The shadows in the room grow darker, and the temperature of the chamber becomes frigid: Make a DC: 15 CON save or become vulnerable to cold damage. (4)

 

Monster Tags: Abominations

Spyax123

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