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