Chapped Brute Abomination

Grim Hollow: Lairs of Etharis p. 68 (Third Party)

Size
Huge
Type
monstrosity
Alignment
chaotic evil
AC
16 (natural armor)
Hit Points
161 (14d12+70)
Speed
walk 40 ft.
Skills
Athletics +10
Resistances
Necrotic
Condition Immunities
Blinded, Prone
Senses
blindsight 90 ft. (blind beyond this radius)
Passive Perception
10
Challenge
9
Lineage
Chapped Brute
STR
23
+6
DEX
10
+0
CON
20
+5
INT
3
−4
WIS
10
+0
CHA
5
−3

Traits

Proficiency Bonus

+4

Adaptive Hide

After taking damage, the chapped brute abomination gains resistance to that type of damage until it takes another type of damage.

Keen Hearing and Smell

The chapped brute abomination has advantage on Wisdom (Perception) checks that rely on hearing or smell. While deafened and unable to smell, the brute can't use its blindsight.

Unstable Life

At the start of the chapped brute abomination's turn, roll 1d20. The abomination regains hit points equal to any even result and loses hit points equal to any odd result. The abomination can neither exceed its hit point maximum with a gain nor fall below 1 hit point with a loss.

Actions

Multiattack

The chapped brute abomination makes two tentacle attacks.

Tentacle

Melee Weapon Attack: +10 to hit, reach 20 ft., one target. Hit: 22 (3d10 + 6) bludgeoning damage. If the target is Medium or smaller, it is grappled (escape DC 18). Until this grapple ends, the target is restrained, and the brute can't use the tentacle against another target. The chapped brute abomination has four tentacles.

Engulf

Each creature grappled by the chapped brute abomination must succeed on a DC 18 Strength saving throw or be pulled into the brute's body. An engulfed target is blinded, restrained, unable to breathe, and has total cover from effects that originate outside the brute. At the start of each of the brute's turns, each engulfed creature takes 14 (4d6) acid damage. The brute can hold only one Large creature or up to four Medium or smaller creatures inside it at a time.

An engulfed creature can try to escape by taking an action to make its choice of a DC 18 Strength (Athletics) or Dexterity (Acrobatics) check. On a success, the creature escapes and uses 10 feet of movement to enter a space of its choice within 5 feet of the brute.

If the brute dies, an engulfed creature is no longer restrained by it and can escape from the corpse by using 10 feet of movement.

If a creature dies inside the brute, the brute doesn't roll for Unstable Life at the start of its next turn and instead regains 20 hit points. The creature's body breaks up inside the brute, and the brute expels anything the creature wore or carried.

Other data

description

"The callused skin of the merchant's hulking bodyguard ripples as if something beneath is trying to wriggle free."