Black Carpet (5e Creature)

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Design Note: This creature was designed using Mythic Monsters (5e Variant Rule) as a guide.

Black Carpet[edit]

Titanic swarm of Medium oozes, unaligned


Armor Class 6
Hit Points 968 (16d100 + 160)
Speed 20 ft., climb 20 ft., swim 20 ft.


STR DEX CON INT WIS CHA
30 (+10) 2 (-4) 30 (+10) 4 (-3) 1 (-5) 1 (-5)

Saving Throws Str +19, Con +19, Int +6, Wis +4
Proficiency Bonus +9
Damage Vulnerabilities fire, lightning, necrotic
Damage Resistances cold, poison, thunder
Damage Immunities acid, psychic; bludgeoning, piercing, and slashing
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, grappled, paralyzed, petrified, prone, restrained, stunned
Senses blindsight 60 ft. (blind beyond this radius), passive Perception 10
Languages understands Aquan but can't speak
Challenge 30 (155,000 XP)


Empty Mind. The black carpet is immune to any effect that would sense its emotions or read its thoughts, as well as all divination spells.

Digestive Fluids. When the black carpet deals acid damage to a creature or object made of organic material such as flesh, bone, wood, etc., the black carpet regains hit points equal to the acid damage it deals. A creature or object that is reduced to 0 hit points by any acid damage inflicted by the black carpet is dissolved within a minute, leaving no trace of a body.

Colonial Organism. The black carpet is composed of 14400 parts, each of which is a 5-foot-wide, 2-foot-tall square. If a spell or ability that deals damage covers an area containing more than one part of the black carpet, the black carpet takes damage for each part inside the area. If a part of the black carpet takes more than 20 points of damage that it is vulnerable to from a single attack, that part is destroyed until the black carpet regains at least 20 hit points. The black carpet cannot create holes in itself, but can seal them if a portion of its body is destroyed such as by a fireball spell.

Amorphous. The black carpet can move through spaces as small as 1 inch without squeezing, and can occupy the spaces of any creatures that do not occupy their entire space.

Limited Amphibiousness. The black carpet can breathe air and water, but it needs to be submerged at least once every 4 hours to avoid suffocating.

ACTIONS

Multiattack. The black carpet makes one pseudopod attack against each creature that it can reach.

Pseudopod. Melee Weapon Attack: +19 to hit, reach 10 ft., one target. Hit: 15 (1d10 + 10) bludgeoning damage plus 11 (2d10) acid damage. A creature hit by the pseudopod must make a Wisdom saving throw and a Strength or Dexterity saving throw (both DC 20). On a failed Wisdom saving throw, the target becomes frightened of the black carpet until they repeat the Wisdom saving throw as an action, ending the condition and becoming immune to being frightened by the black carpet for 24 hours on a success. On a failed Strength or Dexterity saving throw, the target is grappled (escape DC 20).

Engulf. The black carpet engulfs a creature whose space it is occupying or which is currently grappled by one of its pseudopods. A creature engulfed in this manner is grappled (escape DC 20) and restrained for as long as it is grappled in this way. At the end of an engulfed creature's turn, it may make a Strength saving throw (escape DC 20) to free itself, taking 11 (2d10) acid damage on a failed save, and freeing itself on a success.


LEGENDARY ACTIONS

The black carpet 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. The black carpet regains spent legendary actions at the start of its turn.

Lash Out. The black carpet makes one pseudopod attack for every two creatures within its reach.
Digest. The black carpet deals 11 (2d10) acid damage to all creatures it currently has engulfed.

A city on the coast lays desolate and empty, not a single man, woman, child, or even plant or animal to be found. To understand why this is, one must look to ancient legends of the sahuagin, merfolk, and sea elves, legends that tell of a shadow which sweeps through the ocean, leaving every region it engulfs lifeless. These legends are true in a way, and they stem from the existence of the black carpet, which is now all that remains of a unique species of merfolk who lived eons ago.

The Ancient City. In ancient times, a unique species of merfolk existed with a parasitic life cycle. Born as microscopic plankton, these merfolk would drift on ocean currents through the sea as planktonic children before being eaten by monsters and aquatic beasts, but this is what gave them life. By controlling and mutating the creatures that ate them into semi-humanoid forms, these merfolk became adults and returned to their birthplace, a city where the abilities cultivated by the merfolk's myriad forms could improve their way of life, before having children there to spread on new currents.

The Revolution. At the time, the other denizens of the sea hated these merfolk for their way of life, and banded together to kill every last one of them. Finally, only a mass of planktonic children was left, hidden away. However, with no proper hosts, the children parasitized each other, mutating and fusing together into a colossal black mass, which constantly reaches out with its humanoid pseudopods to grab food and fuel a hunger so vile and all-encompassing, the mass cannot even use the merfolk intelligence that lies dormant within it.

Dormant Memories. If a creature that speaks Aquan and has proficiency in History or Religion sees the black carpet, they may make a DC 20 ability check using the relevant skill to remember a song from the ancient city. If a creature that has been told the song's tune and lyrics makes a DC 15 Charisma (Performance) check within hearing distance of the black carpet, the monster remembers the past and becomes intelligent once again. Wanting to cause no further destruction, the mass will then dissolve into harmless seafoam.

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