Out of the Abyss

(Jeff_L) #1

THE P U DDIN G KING
Small humanoid (gnome, shapechanger), chaotic evil


Armor Class 13 (16 with mage armor)
Hit Points 49 (9d6 ... 18)
Speed 30ft.


STR
10 (+0)

DEX
16 (•3)

CON
14 (+2)

Saving Throws Con +5, Cha +6

INT
12 (+1)

WIS
8 (-1)

CHA
17 (+3)

Skills Arcana +4, Perception +2, Stealth +6, Survival +2
Damage Resistances acid, poison
Condition Immunities poisoned
Senses dark vision 60ft., passive Perception 12
Languages Abyssal, Gnomish, Terran, Undercommon
Challenge 4 (1,1 00 XP)


Stone Camouflage. The Pudding King has advantage on
Dexterity (Stealth) checks made to hide in rocky terrain.
Gnome Cunning. The Pudding King has advantage on
Intelligence, Wisdom, and Charisma saving throws
against magic.


Innate Spellcasting. The Pudding King's innate spell casting
ability is Intelligence (spell save DC 12). He can innately cast
the following spells, requiring no material components:


At will: nondetection (self only)
lfday each: blindnessjdeafness, blur, disguise self


insanity. The Pudding King has advantage on saving throws
against being charmed or frightened.


Spellcasting. The Pudding King is a 9th-level spellcaster. His
spellcasting ability is Charisma (spell save DC 14, +6 to hit
with spell attacks). The Pudding King knows the following
sorcerer spells:


Cantrips (at will): acid splash, light, mage hand, poison spray,
prestidigitation
1st level (4 slots):false life, mage armor, ray of sickness, shield
2nd level (3 slots): crown of madness, misty step
3rd level (3 slots): gaseous form, stinking cloud
4th level (3 slots): blight, confusion
5th level (1 slot): cloudki/1


ACTIONS


War Pick. Melee Weapon Attack: +3 to hit, reach 5 ft., one
target. Hit: 4 (ld8) piercing damage.


Change Shape. The Pudding King magically transforms into an
ooze, or back into his true form. He reverts to his true form if
he dies. Any equipment he is wearing or carrying is absorbed
by the new form. In ooze form, the Pudding King retains his
alignment, hit points, Hit Dice, and Intelligence, Wisdom,
and Charisma scores, as well as this action. His statistics and
capabilities are otherwise replaced by those of the new form.


Create Green Slime (Recharges after a Long Rest). The Pudding
King creates a patch of green slime {see "Dungeon Hazards"
in chapter 5 of the Dungeon Master's Guide). The slime appears
on a section of wall, ceiling, or floor within 30 feet of the
Pudding King.


YESTABROD
Large monstrosity, chaotic evil

Armor Class 15 (natural armor)
Hit Points 75 (10d10 + 20)
Speed 30ft.

STR
12 (+1)

DEX
10 (+0)

CON
14 (+2)

Damage Immunities poison
Condition Immunities poisoned

INT
13 (+1)

WIS
15 (+2)

Senses darkvision 120ft., passive Perception 12
Languages Abyssal, telepathy 60ft.
Challenge 4 (1,100 XP)

CHA
10 (+0)

Legendary Resistance (1jDay). lfYestabrod fails a saving throw.
it ca n choose to succeed instead.

ACTION S
Slam. Melee Weapon Attack: +3 to hit, reach S ft., one
target. Hit: 8 (3d4 + 1) bludgeoning damage plus 7 (3d4)
poison damage.
Caustic Spores (1/Day). Yestabrod releases spores in a 30-foot
cone. Each creature in that area must succeed on a DC 12
Dexterity saving throw or t ak e 1d6 acid damage at the start
of each ofYestabrod's turns. A creature can repeat the saving
throw at the end of each of its turns, ending the effect on itself
on a success.

Infestation Spores (1jDay). Yestabrod releases spores th at
burst out in a cloud that fills a 10-foot-radius sphere centered
on it, and the cloud lingers for 1 minute. Any flesh-and-blood
creature in the cloud when it appears, or that enters it later,
must make a DC 12 Constitution saving throw. On a successful
save, the creature can't be infected by these spores for 24
hours. On a failed save, the creature is i nfected with a disease
called the spores ofZuggtmoy and also gains a random form
of indefinite madness (determined by rolling on the Madness
of Zuggtmoy table in appendix D) that lasts until the creature
is cured of the disease or dies. While infected in this way, the
creature can't be reinfected, and it must repeat the saving
throw at the end of every 24 hours, ending the infection on a
success. On a failure, the infected creature's body is slowly
taken over by fungal growth, and after three such failed saves,
the creature dies and is reanimated as a spore servant if it's a
type of creature that can be (see the "Myconids" entry in the
Monster Manual).

LEGENDARY ACTIONS
Yestabrod can take 2 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. Yestabrod regains spent legendary actions at the start
of its turn.
Corpse Burst. Gore, offal, and acid erupt from a corpse within
20 feet ofYestabrod. Creatures within 10 feet of the corpse
must succeed on a DC 12 Dexterity saving throw or take 7
(2d6) acid damage.
Foul Absorption. Yestabrod absorbs putrescence from a corpse
within S feet of it, regaining 1 d8 + 2 hit points.

APHNDlX 0 I CREATURES

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