Large Aberration (Demon), Unaligned
Armor Class 17 Abyssal Carapace
Hit Points 130 (16d10 + 48)
Speed
STR
22 (+6)
DEX
14 (+2)
CON
17 (+3)
INT
5 (-3)
WIS
12 (+1)
CHA
6 (-2)
Saving Throws STR +9, CON +6, WIS +4
Damage Resistances Acid, Necrotic
Damage Immunities Poison
Condition Immunities Charmed, Frightened, Poisoned
Senses Blindsight, Passive Perception 16
Languages None
Challenge 7 (2,900 XP)
Proficiency Bonus +3
Traits

Adaptive Mutation

Whenever the Aberrant Phagocyte takes 20 or more damage from a single attack or spell: Roll 1d4:

d4 Mutation
1 Gains +2 AC until end of next turn
2 Gains advantage on next attack
3 Gains 10 temporary HP
4 Regains 10 HP

Abyssal Biology

The Aberrant Phagocyte ignores difficult terrain created by the Heart Chamber. It may climb walls and ceilings without making checks.

Unstable Form

Whenever the Aberrant Phagocyte is reduced below half HP It immediately gains: Advantage on attacks, Advantage on Strength checks until destroyed.

Death Throes

When destroyed: The creature detonates in an eruption of unstable tissue. Creatures within 15 feet must make a DC 16 Dexterity save. Failure: 18 (4d8) acid damage and Knocked Prone. Success: Half damage.

Actions

Multiattack

The Aberrant Phagocyte makes: Two Aberrant Claw attacks or One Aberrant Claw and one Devouring Tendril attack.

Aberrant Claw

Melee Weapon Attack: +9 to hit, reach 10 ft. Hit: 17 (2d10 + 6) slashing damage. Target must succeed on a DC 16 Constitution save or suffer: Cellular Corruption until the end of its next turn: Cannot regain HP

Devouring Tendril

Melee Weapon Attack: +9 to hit, reach 15 ft. Hit: 14 (2d8 + 5) bludgeoning damage. Target is grappled (Escape DC 16). A grappled creature takes: 7 (2d6) acid damage at the start of each of its turns. 

Acidic Rupture (Recharge 5–6)

The Aberrant Phagocyte tears open sacs along its body. Creatures within 15 feet must make: DC 16 Dexterity Save Failure: 27 (6d8) acid damage Success: Half damage, the area becomes difficult terrain.

Bonus Actions

Violent Regeneration

Consumes nearby biomass. Choose: Dead Leukocyte, Dead Macrophage, Dead Aberrant Phagocyte, Corpse within 10 feet. Regains: 20 HP.

Reactions

Spasmodic Mutation

When hit by a melee attack: The attacker must make a DC 16 Dexterity Save. Failure: Takes 7 (2d6) acid damage. Success: No damage.

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.

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

A towering mass of pale tissue and demonic corruption. Multiple limbs protrude from its body at impossible angles. Portions of absorbed creatures can still be seen beneath translucent flesh—hands, faces, eyes, even fragments of armor. Its crimson nucleus pulses erratically while black Abyssal veins crawl across its body. Every movement appears painful, as though the creature was never meant to exist outside the Heart itself.

Lair and Lair Actions

Death Throes

When destroyed: The creature detonates in an eruption of unstable tissue. Creatures within 15 feet must make a DC 16 Dexterity save. Failure: 18 (4d8) acid damage and Knocked Prone. Success: Half damage.

Habitat: Any

dagonvein

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