Page 48 - Monster Manual Expanded III Dragonix
P. 48

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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