Huge Ooze (Human), Unaligned
Armor Class 20 Natural
Hit Points 850 (40d20 + 50)
Speed 40 ft., Climb 30 ft.
STR
30 (+10)
DEX
10 (+0)
CON
30 (+10)
INT
20 (+5)
WIS
24 (+7)
CHA
18 (+4)
Saving Throws STR +17, DEX +7, CON +17, WIS +14
Damage Resistances Necrotic, Psychic
Damage Immunities Acid, Lightning, Poison, Slashing
Condition Immunities Blinded, Charmed, Deafened, Exhaustion, Frightened, Prone
Senses Blindsight 60 ft. (blind beyond this radius), Tremorsense, Passive Perception 20
Languages --
Challenge 24 (62,000 XP)
Proficiency Bonus +7
Traits

Legendary Resistance (4/Day). If the Bruse Tarl fails a saving throw, he can choose to succeed instead.

Innate Spellcasting. The Bruse Tarl's spellcasting ability is Charisma (spell save DC 21).  Bruse Tarl can innately cast the following spells, requiring no material components:

At will: detect magic, Lightning Arrow (Casted at 5th Level)

3/day each: dominate monster, Earthquake

Magic Resistance. Bruse Tarl has advantage on saving throws against spells and other magical effects.

Amorphous. Bruse Tarl can move through a space as narrow as 1 inch wide without squeezing.

Spider Climb. Bruse Tarl can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Actions

Life Drain. Bruse Tarl  targets up to three creatures that it can see within 10 feet of it. Each target must succeed on a DC 19 Constitution saving throw or take 21 (6d6) necrotic damage, and Bruse Tarl regains hit points equal to the total damage dealt to all targets.

Liquid Tentacle. Melee Weapon Attack: +17 to hit, reach 30 ft., one target. Hit: 20 (3d6 + 10) Acid damage, and the target is grappled (escape DC 18). Until this grapple ends, the target is restrained. Bruse Tarl has 5 tentacles, each of which can grapple one target.

Fling. One Large or smaller object held or creature grappled by Bruse Tarl is thrown up to 60 feet in a random direction and knocked prone. If a thrown target strikes a solid surface, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 18 Dexterity saving throw or take the same damage and be knocked prone.

Devour. Melee Weapon Attack: +17 to hit, reach 5 ft., one target. Hit: 23 (4d8 + 10) piercing damage. If the target is a Large or smaller creature grappled by Bruse Tarl, that creature is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside Bruse Tarl, and it takes 42 (12d6) acid damage at the start of each of Bruse Tarl turns and heals the same amount of damage.

If Bruse Tarl takes 55 damage or more on a single turn from a creature inside it, Bruse Tarl must succeed on a DC 25 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of Bruse Tarl. If Bruse Tarl dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 15 feet of movement, exiting prone.

 

Legendary Actions

Bruse Tarl  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. Bruse Tarl  regains spent legendary actions at the start of its turn.

Spew. (Cost 2 Actions) Bruse Tarl exhales silver liquid mixed with bones of fallen heroes in a 90-foot cone. Each creature in that area must succeed on a DC 22 Constitution saving throw. On a failed save, the creature can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the creature can use either an action or a bonus action on its turn, but not both. These effects last for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save.

Tentacle Attack or Fling. Bruse Tarl makes one tentacle attack or uses its Fling.

Lightning Arrow. Bruse Tarl cast  Lightning Arrow (Casted at 5th Level) and fires an arrow at one creature within range.

Lair and Lair Actions

On initiative count 20 (losing initiative ties), Bruse Tarl takes a lair action to cause one of the following effects. It can’t use the same effect two rounds in a row.

The floor is coated in this silver like liquid that grasp to the characters boots. Each creature on the ground must succeed on a DC 20 Dexterity saving throw or be effected by Slow 


Bruse Tarl targets one creature it can see within 60 feet of it. An antimagic field fills the space of the target, moving with it until initiative count 20 on the next round.

Bruse Tarl targets any number of creatures it can see within 600 feet of it. He slams his great shields into the sky, and a magic storm cloud covers the combat, a cascade of 1,000 lightning arrows rain upon every creature within range. Creatures must make a DC=22 dexterity saving throw or take 12d12 (60+10) lighting damage and half as much on a successful roll.

Previous Versions

Name Date Modified Views Adds Version Actions
2/28/2020 6:29:32 AM
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Coming Soon
detroitnick

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