Gargantuan Aberration, Chaotic Evil
Armor Class 15
Hit Points 300 (24d20 + 48)
Speed 10 ft., Fly 40 ft.
STR
21 (+5)
DEX
15 (+2)
CON
14 (+2)
INT
18 (+4)
WIS
18 (+4)
CHA
15 (+2)
Skills Arcana +9, History +9, Religion +9
Damage Vulnerabilities Psychic, Radiant
Senses Darkvision 60 ft., Passive Perception 14
Languages Telepathy 120 ft., Undercommon understands, but cant speak
Challenge 15 (13,000 XP)
Proficiency Bonus +5
Traits

Advanced Telepathy: The flumph can perceive the content of any telepathic communication used within 120 feet of it, and it can't be surprised by creatures with any form of telepathy.

Extra Heads: The flumph has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious.

Prone Deficiency: If the flumph is knocked prone, roll a die. on an odd result, the flumph lands upside-down and is incapacitated. At the end of its turns, the flumph can make a DC 10 Dexterity saving throw, righting itself and ending the incapacitated condition if it succeeds.

Regeneration: The flumph regains 30 hit points at the start of its turn. If the flumph takes radiant damage, this trait doesn't function at the start of the flumph's next turn. The flumph dies only if it starts its turn with 0 hit points and doesn't regenerate.

Telepathic Shroud: The flumph is immune to any effect that would sense its emotions or read its thoughts, as well as all divination spells.

Actions

Multiattack: The flumph makes four tendril attacks.

Tendril: Melee Weapon Attack: +10 to hit, reach 15 ft., one creature. Hit: 11 (1d12 +5) bludgeoning damage plus 5 (1d10) psychic damage. At the end of each of its turns, the target must make a DC 15 Intelligence saving throw, taking 5 (1d10) psychic damage on a failure or ending the recurring psychic damage on a success. A lesser restoration spell cast on the target also ends the recurring psychic damage.

Soulburn (Recharge 5-6): Each creature in a 30-foot cone originating from the flumph must succeed on a DC 15 Dexterity saving throw or be caught in a ray of pure evil. an affected creature displays prominent raised red veins on its skin. the creature loses 1 hit point from their hit point maximum every turn while the flumph is alive or until they take a short or long rest. If this effect reduces a creatures hit point maximum to 0, the creatures dies and their soul is destroyed.

Magcargo02

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