Proto-Gravemind | Monster | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Halo

Proto-Gravemind CR: 15

Gargantuan undead, neutral
Armor Class: 14 (natural armor)
Hit Points: 234 (14d20 + 80)
Speed: 0 ft

STR

10 +0

DEX

8 -1

CON

21 +5

INT

24 +7

WIS

16 +3

CHA

16 +3

Saving Throws: STR (+12), CON (+10), INT (+9)
Skills: Insight (+8), Perception (+10)
Damage Vulnerabilities: Fire
Damage Resistances: Necrotic, Nonmagical Bludgeoning, Piercing, & Slashing
Damage Immunities: Poison
Condition Immunities: Charmed, Frightened, Grappled, Incapacitated, Paralyzed, Petrified, Poisoned, Prone, Restrained, Stunned
Senses:
  • Blindsight. 120ft.
  • Passive Perception: 16
Languages: understands all of the languages that its victims knew in life but can't speak
Challenge Rating: 15

  • Infectious Aura. Each creature that starts its turn within 30ft. of the Proto-Gravemind and each bloodied creature within 60ft. of the Proto-Gravemind must succeed on a DC 17 Constitution saving throw or suffer the effects of the Flood Infection.
  • Legendary Resistance (3/day). If the Proto-Gravemind fails a saving throw, it can choose to succeed instead.
  • Undead Fortitude. If damage reduces the Proto-Gravemind to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or the result of a critical hit. On a success, the Proto-Gravemind drops to 1 hit point instead.

Actions

  • Shriek (Recharge 5-6). Each creature of the Proto-Gravemind's choice that is within 120ft. of the Proto-Gravemind and aware of it must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Legendary Actions

The Proto-Gravemind can take 3 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. The Proto-Gravemind regains spent legendary actions at the start of its turn.

  • Biomass Shell. The Proto-Gravemind channels nearby biomass to form a protective shell, granting itself 15 (2d6 + 8) temporary hitpoints.
  • Focus Flood. The Proto-Gravemind selects one creature. The next attack against the chosen creature is made with advantage.
  • Mucus. The Proto-Gravemind causes a layer of mucus to form over all surfaces within 60ft. of it that lasts for 1 round. Surfaces coated in the mucus are treated as difficult terrain.

Lair Actions

On initiative count 20 (losing initiative ties), the Proto-Gravemind takes a lair action to cause one of the following effects; the Proto-Gravemind can't use the same effect two rounds in a row.

  • Summon Flood Crawlers. 4 Swarms of Flood Crawlers form from biomass in an unoccupied space within 60ft. of the Proto-Gravemind.
  • Summon Flood Screechers. 2 Swarms of Flood Screechers form from biomass in an unoccupied space within 60ft. of the Proto-Gravemind.
  • Summon Flood Stalkers. 4 Flood Stalkers form from biomass in an unoccupied space within 60ft. of the Proto-Gravemind.
  • Summon Flood Combatants. 4 Flood Combatants form from biomass in an unoccupied space within 60ft. of the Proto-Gravemind.
  • Summon Flood Carriers. 4 Flood Carriers form from biomass in an unoccupied space within 60ft. of the Proto-Gravemind.
  • Summon Flood Dragon Wyrmling. 1 Flood Dragon Wyrmling forms from biomass in an unoccupied space within 60ft. of the Proto-Gravemind.


Created by

DarthKarth1322.

Statblock Type

Monster

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