Huge aberration, chaotic evil
Armor Class 14 (natural armor)
Hit Points 207 (18d12 + 90)
Speed 30 ft.
Skills Perception +6 Proficiency Bonus +5 Damage Resistances bludgeoning, piercing and slashing from nonmagical attacks Damage Immunities force Condition Immunities charmed, frightened
Senses darkvision 120 ft., passive Perception 16
Languages understands Abyssal and Deep Speech but can't speak
Challenge 15 (13,000 XP)
Immutable Form. The beast is immune to any spell or effect that would alter its form.
Magic Resistance. The beast has advantage on saving throws against spells and other magical effects.
Regeneration. The beast regains 15 hit points at the start of its turn if it has at least 1 hit point.
ACTIONS
Multiattack. The beast makes three melee weapon attacks.
Tentacle. Melee Weapon Attack: +10 to hit, reach 10 ft., Hit: 15 (3d6 + 5) bludgeoning damage.
LEGENDARY ACTIONS
The beast 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 beast regains spent legendary actions at the start of its turn.
Move. The beast moves up to half its speed.
Aura of Mutation. The beast magically uses one of the following actions, determined using a d6:
1. Hideous Disfigurements. The beast targets one creature it can see within 60 feet of it. The target must make a DC 16 Constitution saving throw, taking 14 (4d6) force damage on a failed save, or half as much damage on a successful one. A target that fails the saving throw also suffers a permanent -4 penalty to its Charisma score as it becomes horribly disfigured. This latter effect can be removed by the greater restoration spell or similar magic.
2. Trollbrains. The beast targets one creature it can see within 60 feet of it. The target must make a DC 16 Constitution saving throw, taking 17 (5d6) force damage on a failed save, or half as much damage on a success. A target that fails the save also has its Intelligence score permanently reduced to 5, or until restored by the greater restoration spell or similar magic.
3. Gift of Mutation. The beast targets one creature that it can see within 60 feet of it. The target must succeed on a DC 16
Constitution saving throw, taking 21 (6d6) force damage on a failed save, or half as much damage on a successful one. On a failed save, the target's movement speed is also permanently halved until restored by the greater restoration spell or similar magic, as its legs mutate into grotesque animal limbs.
4. Maelstrom of Change. The beast launches a tempest of magical energy at a point it can see within 60 feet of it. Each creature within a 30-foot cube centered on that point must make a DC 16 Constitution saving throw, taking 28 (8d6) force damage on a failed save, or half as much damage on a successful one.
5. Spawnchange. The beast targets one creature it can see within 60 feet of it. The target must succeed on a DC 16 Constitution
saving throw, taking 35 (10d6) force damage on a failed save, or half as much on a successful one. If the target is reduced to 0 hit points by this action, it is instantly killed and transformed into a chaos spawn.
6. Dreadful Transfiguration. Each creature of the beast's choice that is within 120 feet of the beast and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the beast's Dreadful Transfiguration for the next 24 hours.
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A mutalith vortex beast is a terrifying fusion of beast and magic summoned from the lower planes, a creature mutated beyond all reason by the powers of raw abyssal magic. In battle, a mutalith's tentacles fling its enemies through the air to be dragged screaming into its maw, where hundreds of needle-like teeth shred flesh and crunch bones to powder.
Spreader of Mutations. Wherever a mutalith treads, mutation and madness follow. A ball of raw magic is anchored into the creature's body, a seething orb of energy that warps and twists everything nearby. The flesh of the mutalith itself is forever being healed and remolded, sucked in and poured back out again by the vortex. These same wisps of malign energy reach out across distances, mutating
everything they touch. When facing a mutalith, enemies are wracked with random mutations. For every warrior who sprouts an extra limb, another is transformed into a gleaming crystal statue or a pile of squirming three-eyed fish. Heroes have died as their own spines burst from their backs to strangle them, and warriors have watched on in horror as their flesh melted and fell off their bones. Worse still are those times when the vortex pulses, those engulfed by waves of mutating power have bodies to twist together into the shape of a hideous monster known as a chaos spawn.
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