Rot Jr., the Prophesied | Monster | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Rot Jr., the Prophesied CR: ?

Medium ooze, le
Armor Class: 16 (Natural Armour)
Hit Points: 154
Speed: 30 ft , fly: 30 ft , climb: 15 ft , can hover

STR

18 +4

DEX

16 +3

CON

12 +1

INT

19 +4

WIS

10 +0

CHA

10 +0

Saving Throws: +7 Str, +5 Con
Skills: Athletics +10, Perception +3, Stealth +6
Damage Immunities: Fire
Condition Immunities: Charm, Sleep, Exhaustion, Frightened, & Paralysis
Senses: 60ft darkvision, passive Perception 13
Languages: Common, Goblin, Sylvan, Infernal, Telepathy 120 ft
Challenge Rating: ?

Item-Based Mana Casting. Using charges from items absorbed, the desmoid gains a number of "charges" that it can use to cast spells. Each charge is considred a point of mana that can be used to cast any number of spells. The desmoid ragains all mana points on a long rest. It currently has 5 points.

1/day: Dream (3 Mana)

3/day: Sleep (1 Mana)


Regeneration. If not damaged by either cold or fire damage, the desmoid will regenerate 1D4 HP at the start of their turn. If brought down to 0 by cold damage, the desmoid is frozen and will thaw out in 1 hour. If brought to 0 by fire damage, the desmoid is destroyed.   Amorphous. The desmoid can move through a space as narrow as 1 inch wide without squeezing.   Blood Frenzy. The desmoid has advantage on melee attack rolls against any creature that doesn't have all its hit points.   Follower of the Great Change. The desmoid gains the following benefits:

  • You are immune to all damage caused by someone attached to The Green Heresy.
  • You do not need to eat or drink.
  • You can follow the Hands of Change and can try to change things, but no promises.
  Rampage. When the desmoid reduces a creature to 0 hit points with a melee attack on its turn, the desmoid can take a bonus action to move up to half its speed and make a bite attack.   Spirit of Holding. This desmoid has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The desmoid can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The desmoid is not effected, regardless of its contents. Retrieving an item from the desmoid requires an action.   Flaw of Holding. Placing a bag of holding inside an extradimensional space created by a handy haversack, portable hole, or similar item instantly destroys both the item and the desmoid while it opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way only and can’t be reopened.   Thermal Heat. The desmoid generates enough dry heat to keep the temperature within 15 feet of it at 95 degrees Fahrenheit (35 degrees Celsius).   False Tracks. The desmoid can choose to leave tracks like those of another kind of humanoid of your size.   Pack Tactics. The desmoid has advantage on an attack roll against a creature if at least one of the desmoid's allies is within 5 feet of the creature and the ally isn't incapacitated.   Devil's Sight. Magical darkness doesn't impede the devil's darkvision.

Actions

Multiattack. The desmoid makes three melee attacks or two ranged attacks.   Absorb. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: if target is unconscious, the creature is absorbed. The unconscious creature is stablized but is consumed into the desmoid. The only way the captured creature can escape is if the desmoid is destroyed. The creature gains some of the following properties based on the target absorbed:

  • It can replace one of its stats with the target's.
  • It can gain one of the actions, bonus actions, and/or reactions from the target.
  • It can get the ability to cast one of the spells of the target, using their spell attack bonus or save DC, if it were higher than the desmoid's.
  • It's max HP is increased by half of the target's max HP rounded up.
  • It gains the benifits of all magic items the target was wearing.
  • It gains a feat or boon of the targets.
  • Its gains all languages the target knows.
  • Its alignment changes to be an average of all alignments it has abosrbed.
  • Its form changes to gain some physical features of the target.
If the desmoid absorbs just a magic item, it gains all the abilities of the item.   Pseudopod. Melee Weapon Attack: +3 to hit, reach 10 ft., one target. Hit: 4 (1d6) bludgeoning damage.   Sunforger. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit: 11 (1d8 + 6) bludgeoning damage.   Thrown Sunforger. Ranged Weapon Attack: +6 to hit, reach 120ft., 20ft. radius. When it reaches that point, the weapon vanishes in an explosion, and each creature in a 20-foot-radius sphere centered on that point must make a DC 15 Dexterity saving throw, taking 6d6 fire damage on a failed save, or half as much damage on a successful one. Afterward, the desmoid can use an action to cause the weapon to reappear in their empty hand. They can't cause it to explode again until you finish a short or long rest.   Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6+3) piercing damage. If the target is a medium or smaller creature or item, it must succeed on a DC 15 Strength saving throw or placed into the extradimensional space within him. The target must make an Arcana Check (DC: 20) to escape. There is only 10 minutes of air within the space.   Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 6 (1d6 + 3) piercing damage.   Lightning Blast. Ranged Weapon Attack: +4 to hit, range 120ft., 5ft wide, line. Hit: Each creature in the line excluding the desmoid and the target must make a DC 13 Dexterity saving throw, taking 4d6 lightning damage on a failed save, and half as much damage on a successful one. The lightning bolt turns back into goo when it reaches the target. Make a ranged weapon attack against the target. On a hit, the target takes 6 (1d6 + 3) piercing damage plus 12 (4d6) lightning damage.   Chain. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) slashing damage. The target is grappled (escape DC 14) if the devil isn't already grappling a creature. Until this grapple ends, the target is restrained and takes 7 (2d6) piercing damage at the start of each of its turns.

Bonus Actions

Nimble Escape. The desmoid can take the Disengage or Hide action as a bonus action on each of its turns.

Reactions

Parry. The desmoid adds 3 to its AC against one melee attack that would hit it. To do so, the desmoid must see the attacker.   Extradimensional Parry. The desmoid opens a portal in his hand. The desmoid adds 3 to its AC against one non-magical ranged attack that would hit it. To do so, the desmoid must see the attacker. The projectile is absorbed.   Unnerving Mask. When a creature the devil can see starts its turn within 30 feet of the devil, the devil can create the illusion that it looks like one of the creature's departed loved ones or bitter enemies. If the creature can see the devil, it must succeed on a DC 14 Wisdom saving throw or be frightened until the end of its turn.

Currently Absorbed: Quipper, Pure Change, Roku's Basilisic: Stinger, Goblin, Gladiator, Giant Hyena, Bag of Holding, Themal Cube, Boots of False Tracks, Headband of Intellect, Sunforger, Fairy Bandit, Javelin of Lightning, Kobold, Chain Devil   Silver/blue scale-like skin. Small harpoon fin on head. Glows. Buff Humanoid Shape. Dog-like eyes, Brown Leather Pants with many pockets, Small Stone-Like Cracks, Large Pointed Boots, a Silver Circlet, Winged, Rippling with Lightning, Sharp Teeth, Covered in Hellish Chains

Created by

DrWarblur.

Statblock Type

Monster

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