Page 47 - Monster Manual Expanded III Dragonix
P. 47
A Deepspawn's Lair
on one attack roll, ability check, or saving throw it makes before
A deepspawn's lair is often either a sprawling dungeon, a network
the end of its next turn. If the target doesn’t or can’t use this
of caverns, or the ruins of a small city, isolated from the rest of
benefit in that time, the inspiration is lost.
the world by miles of dismal and treacherous swamps, wild and
gloomy forests, densely tangled jungles, or deep, winding Un- Regional Effects
derdark tunnels. The lair will be surrounded by multiple rooms The region containing a legendary deepspawn’s lair is warped by
and mini-lairs, occupied and patrolled by the deepspawn's off- the deepspawn’s magic, which creates one or more of the follow-
spring. The deepspawn usually keeps itself hidden or half-buried ing effects:
in its large piles of amassed coins and treasure within its den,
• The land within 6 miles of the lair takes twice as long as normal
emerging only if needed.
to traverse, since the vegetation grow thick and twisted, the
swamps are thick with reeking mud, and sharp, rocky outcrop-
Lair Actions
pings choke pathways.
On initiative count 20 (losing initiative ties), the deepspawn takes
• Spawns in the lair have advantage on saving throws against
a lair action to cause one of the following effects; the deepspawn
being charmed or frightened.
can’t use the same effect two rounds in a row:
• Spawns within 1 mile of the deepspawn’s lair serve as the deep-
• The deepspawn casts hold monster.
spawn’s eyes and ears.
• The deepspawn regrows a tentacle; or regains 35 hit points and
ends blindness, deafness, and any diseases affecting it. If the deepspawn dies, these effects fade over the course of 1-10
• The deepspawn targets one spawn it can sense within 120 feet days.
of it. The target has a flash of inspiration and gains advantage
Deepspawn Battleaxe. Melee Weapon Attack: +9 to hit, reach 20 ft., one target.
Hit: 14 (2d8 + 5) slashing damage.
Huge aberration, chaotic evil
Tentacle Slam. The deepspawn slams creatures grappled by it into
Armor Class 16 (natural armor, shield) each other or a solid surface. Each creature must succeed on a
Hit Points 161 (14d12 + 70) DC 17 Constitution saving throw or take 14 (2d8 + 5) bludgeoning
Speed 30 ft., climb 30 ft., swim 30 ft. damage and be stunned until the end of the deepspawn's next turn.
On a successful save, the target takes half the bludgeoning damage
STR DEX CON INT WIS CHA and isn't stunned.
21 (+5) 12 (+1) 20 (+5) 17 (+3) 17 (+3) 8 (-1)
Innate Spellcasting (Psionics). The deepspawn's innate spellcasting
ability is Intelligence (spell save DC 15). The deepspawn can innately
Saving Throws Con +9, Int +7, Wis +7
Skills Arcana +7, Perception +11 cast the following spells, without providing material components:
Damage Immunities poison At-will: detect magic, detect thoughts, water breathing
Condition Immunities poisoned, prone 3/day: hold monster
Senses passive Perception 21 Bonus Actions
Languages Common, Deep Speech, Undercommon, telepathy 60 ft.
Challenge 12 (8,400 XP) Proficiency Bonus +4 Spawn (1/Day). The deepspawn produces a spawn, which is a
random Large or smaller creature that is has devoured. The spawn
must be a beast, dragon, fey, giant, humanoid, monstrosity, or plant
Appendages. The deepspawn can have up to six appendages. Three
of CR 3 or less. The spawn is a direct copy of the creature devoured
of the appendages are tentacles and the other three are serpent-
by the deepspawn, and retains learned abilities as well as some
like limbs. One of the tentacles is used to wield a weapon. Each
dim recollection of its former existence. Once the deepspawn has
appendage can be attacked (AC 16; 50 hit points; immunity to
spawned a specific creature it has devoured, it cannot spawn that
psychic damage). Destroying an appendage deals no damage to the
creature again. The spawn appears in the nearest space within 5
deepspawn, which can regrow a replacement appendage by using
feet of the deepspawn and acts as its ally. The spawn acts one turn
its lair action.
after the deepspawn on the same initiative count and fight until
Legendary Resistance (1/Day). If the deepspawn fails a saving they're destroyed. The spawn is completely loyal and dedicated to
throw, it can choose to succeed instead. the deepspawn and cannot be forced to attack the deepspawn by any
means.
Magic Resistance. The deepspawn has advantage on saving throws
Legendary Actions
against spells and other magical effects.
Actions The deepspawn can take 3 legendary actions, choosing from the
options below. Only one legendary action option can be used at a
Multiattack. The deepspawn makes three melee attacks: one with
time and only at the end of another creature's turn. The deepspawn
its Bite, one with its Tentacle, and one with its Battleaxe. It can
replace two of its melee attacks with Tentacle Slam or Spawn, if regains spent legendary actions at the start of its turn.
available. Move. The deepspawn moves up to half its speed.
Bite. The deepspawn makes a Bite attack.
Bite. Melee Weapon Attack: +9 to hit, reach 20 ft., one target.
Tentacle. The deepspawn makes a Tentacle attack.
Hit: 12 (2d6 +5) piercing damage.
Bludgeon (Costs 2 Actions). The deepspawn uses Tentacle Slam.
Tentacle. Melee Weapon Attack: +9 to hit, reach 20 ft., one target. Hold Monster (Costs 2 Actions). The deepspawn casts Hold
Hit: 9 (1d8 + 5) bludgeoning damage. If the target is Large or Monster.
smaller, it is grappled (escape DC 15). Until this grapple ends, the Reactions
target is restrained and the deepspawn can automatically hit the
target with its tentacle. The deepspawn has two tentacles, each of Protective Spawn. When the deepspawn is hit by an attack, one
which can grapple only one target. spawn within 5 feet of the deepspawn must use its reaction to be hit
by the attack instead.
46
Bestiary

