Page 48 - Monster Manual Expanded III Dragonix
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Deepspawn Tyrant Tentacle Slam. The deepspawn slams creatures grappled by it into
each other or a solid surface. Each creature must succeed on a
Gargantuan aberration, chaotic evil
DC 21 Constitution saving throw or take 25 (4d8 + 7) bludgeoning
damage and be stunned until the end of the deepspawn's next turn.
Armor Class 17 (natural armor, shield)
On a successful save, the target takes half the bludgeoning damage
Hit Points 315 (18d20 + 126)
and isn't stunned.
Speed 40 ft., climb 40 ft., swim 40 ft.
Innate Spellcasting (Psionics). The deepspawn's innate spellcasting
STR DEX CON INT WIS CHA ability is Intelligence (spell save DC 18). The deepspawn can innately
25 (+7) 12 (+1) 25 (+7) 18 (+4) 18 (+4) 10 (+0) cast the following spells, without providing material components:
At-will: detect magic, detect thoughts, water breathing
Saving Throws Con +13, Int +10, Wis +10 3/day: hold monster
Skills Arcana +10, Perception +16 1/day: psychic scream
Damage Immunities poison Bonus Actions
Condition Immunities poisoned, prone
Senses passive Perception 26 Spawn (1/Day). The deepspawn produces a spawn, which is a
Languages Common, Deep Speech, Undercommon, telepathy 60 ft. random Huge or smaller creature that is has devoured. The spawn
Challenge 20 (25,000 XP) Proficiency Bonus +6 must be a beast, dragon, fey, giant, humanoid, monstrosity, or plant
of CR 6 or less. The spawn is a direct copy of the creature devoured
Appendages. The deepspawn can have up to six appendages. Three by the deepspawn, and retains learned abilities as well as some
of the appendages are tentacles and the other three are serpent- dim recollection of its former existence. Once the deepspawn has
like limbs. One of the tentacles is used to wield a weapon. Each spawned a specific creature it has devoured, it cannot spawn that
appendage can be attacked (AC 16; 50 hit points; immunity to creature again. The spawn appears in the nearest space within 5
psychic damage). Destroying an appendage deals no damage to the feet of the deepspawn and acts as its ally. The spawn acts one turn
deepspawn, which can regrow a replacement appendage by using its after the deepspawn on the same initiative count and fight until
lair action. they're destroyed. The spawn is completely loyal and dedicated to
the deepspawn and cannot be forced to attack the deepspawn by any
Legendary Resistance (3/Day). If the deepspawn fails a saving
means.
throw, it can choose to succeed instead.
Legendary Actions
Magic Resistance. The deepspawn has advantage on saving throws
against spells and other magical effects. The deepspawn can take 3 legendary actions, choosing from the
Actions options below. Only one legendary action option can be used at a
time and only at the end of another creature's turn. The deepspawn
Multiattack. The deepspawn makes three melee attacks: one with its
regains spent legendary actions at the start of its turn.
Bite, one with its Tentacle, and one with its Battleaxe. It can replace
Move. The deepspawn moves up to half its speed.
two of its melee attacks with Tentacle Slam or Spawn, if available.
Bite. The deepspawn makes a Bite attack.
Bite. Melee Weapon Attack: +13 to hit, reach 25 ft., one target. Tentacle. The deepspawn makes a Tentacle attack.
Hit: 17 (3d6 +7) piercing damage. Bludgeon (Costs 2 Actions). The deepspawn uses Tentacle Slam.
Hold Monster (Costs 2 Actions). The deepspawn casts Hold
Tentacle. Melee Weapon Attack: +13 to hit, reach 25 ft., one target.
Monster.
Hit: 16 (2d8 + 7) bludgeoning damage. If the target is Huge or
Reactions
smaller, it is grappled (escape DC 17). Until this grapple ends, the
target is restrained and the deepspawn can automatically hit the
Protective Spawn. When the deepspawn is hit by an attack, one
target with its tentacle.
spawn within 5 feet of the deepspawn must use its reaction to be hit
Battleaxe. Melee Weapon Attack: +13 to hit, reach 25 ft., one target. by the attack instead.
Hit: 20 (3d8 + 7) slashing damage.
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Bestiary

