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rules:feats_and_spells:poisons:moss_mob

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rules:feats_and_spells:poisons:moss_mob [2024/06/24 10:09] – created traffrules:feats_and_spells:poisons:moss_mob [2024/10/14 01:38] (current) – removed traff
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-===== Moss Abomination (CR 28) ===== 
- 
-^ Size        | Huge                        ^ 
-^ Type        | Aberration                  ^ 
-^ Alignment   | Chaotic Neutral             ^ 
-^ Armor Class | 30 (Natural armor)          ^ 
-^ Hit Points  | 93d12 + 645 (1255 average HP)^ 
-^ Speed       | 20 ft., climb 20 ft.        ^ 
- 
-^ STR  ^ 30 (+10)  ^ 
-^ DEX  ^ 14 (+2)  ^ 
-^ CON  ^ 30 (+10) ^ 
-^ INT  ^ 7 (-2)   ^ 
-^ WIS  ^ 18 (+4)  ^ 
-^ CHA  ^ 12 (+1)  ^ 
- 
-  * **Skills**: Athletics +28, Perception +22, Animal Handling +13, Insight +13, Medicine +7, Nature +13, Survival +13 
-  * **Saving Throws:** STR +19, CON +19, INT +7, WIS +13, CHA +10 
-  * **Damage Resistances:** Bludgeoning, Piercing, and Slashing  
-  * **Damage Immunities:** Poison, Acid, Cold, Psychic, Necrotic and Radiant 
-  * **Condition Immunities:** Charmed, Exhausted, Paralyzed, Petrified, Poisoned 
-  * **Senses:** Darkvision 120 ft., passive Perception 21 
-  * **Languages:** none 
-  * **Challenge:** 28 (120,000 XP) 
- 
-{{  :character_and_npcs:monsters:edgefall:pasted:20240511-112749.webp  }} 
- 
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- 
-**Regenerative Absorption.** At the start of each of its turns, the Moss Abomination regains 800 hit points. If the Moss Abomination takes fire damage, this trait heals only 300. The Moss Abomination dies only if it starts its turn with 0 hit points and doesn't regenerate. 
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-**Eldritch Assimilation.** Any creature that starts its turn within 5 feet of the Moss Abomination must succeed on a DC 27 Constitution saving throw or be grappled (escape DC 30). At the beginning of the Moss Abomination’s next turn, any grappled target is absorbed into the Moss Abomination, and the Moss Abomination gains hit points equal to the target’s hit point maximum. 
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-**Necrotic Symbiosis.** Whenever the Moss Abomination kills a creature, it absorbs the creature as if it used Eldritch Assimilation. If absorbing the creature causes the Moss Abomination to exceed its maximum hit points, the excess hit points are not wasted. Instead, the consumed creature is partially assimilated and reanimated adjacent to the Moss Abomination as a new, allied Moss Abomination with hit points equal to the excess. This new entity retains characteristics of its previous form but completely loosing its will, sealed within the moss. 
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-**Eldritch Invulnerability.** No effects, short of a *wish* spell, can stop the Abomination's regeneration. 
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-**Magical Attacks** The Abomination's slam attacks are magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. 
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-** Indomitable Aura** The Abomination's mastery over its own essence grants it extraordinary resilience. The Abomination has advantage on all saving throws. 
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-==== Actions ==== 
-**Multiattack.** The Moss Abomination makes three attacks: two with its slam and one with its vines. 
- 
-**Slam.** Melee Weapon Attack: +19 to hit, reach 10 ft., one target. Hit: 75 (10d12 + 10) bludgeoning damage. 
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-**Vine Lash.** Melee Weapon Attack: +19 to hit, reach 60 ft., one target. Hit: 36 (4d12 + 10) slashing damage. If the target is a creature, it is grappled (escape DC 30). Until this grapple ends, the target is restrained, and the Moss Abomination can't lash with the same vine at another target. 
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-**Revovery**: The Moss Abomination heals itself for 800 hit points, or 400 if it has taken fire damage since its last turn.  
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-**Deafening Screech** (Recharge 6): Upon using this ability, the Moss Abomination emits a horrific scream audible within a mile. All creatures capable of hearing it must succeed on a DC 30 Constitution saving throw or suffer rapid, monstrous overgrowth. Affected creatures become paralyzed and regenerate to full HP, at the start of each turn they repeat the save, on a success becoming immune to it for the next 24h. If a creature fails the save by 5 or more, it drops to 0 HP immediately due to extreme physical deformations. This effect persists until the creature reaches 0 HP or is cured by remove curse or dispel magic cast at 9th level. 
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- 
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-==== General behavirour==== 
-Abominations tend to seek sunlight and go into high place, they are chill and wont use deafening screech unless they get hurt. 
-[[character_and_npcs:monsters:edgefall:start|Return]] 
  
rules/feats_and_spells/poisons/moss_mob.1719223762.txt.gz · Last modified: 2024/06/24 10:09 by traff