Living Lake

Gargantuan ooze, neutral (50%), neutral good (25%), or neutral evil (25%)

Armor Class 14 (natural armor)
Hit Points 495 (30d20 + 180)
Speed 20 ft., swim 30 ft.

STR DEX CON INT WIS CHA
27 (+8) 10 (+0) 23 (+6) 18 (+4) 12 (+1) 14 (+2)

Saving Throws Con +13, Int +10, Wis +8
Skills History +10, Insight +8, Religion +10
Damage Immunities acid, cold, lightning
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, prone
Senses blindsight 120 ft. (blind beyond this radius), passive Perception 11
Languages Aquan, Common, Sylvan
Challenge 22 (41,000 XP)

SPECIAL TRAITS

ACTIONS

  • Multiattack. The living lake makes two Pseudopod attacks and one Grasping Tendrils attack. It can use its Engulf in place of the Grasping Tendrils attack.
  • Pseudopod. Melee Weapon Attack: +15 to hit, reach 30 ft., one target. Hit: 15 (2d6 + 8) bludgeoning damage plus 10 (3d6) acid damage.
  • Grasping Tendrils. Melee Weapon Attack: +15 to hit, reach 10 ft., one Huge or smaller creature. Hit: 21 (6d6) acid damage, and the target is grappled (escape DC 15). Until this grapple ends, the target is restrained.
  • Engulf. The living lake makes one Grasping Tendrils attack against one Large or smaller target it is grappling. If the attack hits, the target is also engulfed, and the grapple ends. The engulfed target is blinded, restrained, and unable to breathe, and it must succeed on a DC 21 Constitution saving throw at the start of each of the living lake’s turns or take 28 (8d6) acid damage. If the living lake moves, the engulfed target moves with it. The living lake can have only four creatures engulfed at a time. An engulfed creature can try to escape by taking an action to make a DC 23 Strength check. On a success, the creature escapes and enters a space of its choice within five feet of the living lake. A creature within five feet of the living lake can take an action to pull a creature or object out of the living lake. Doing so requires a successful DC 23 Strength check, and the creature making the attempt takes 14 (4d6) acid damage.

LEGENDARY ACTIONS

The living lake can take three legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn. The living lake regains spent legendary actions at the start of its turn.

  • Cantrip. The living lake casts a cantrip.
  • Pseudopod. The living lake makes a Pseudopod attack.
  • Protoplasm Splash (costs 2 actions). The living lake splashes bits of its protoplasm onto nearby creatures. If the living lake is good, each creature within 20 feet of it regains 14 (4d6) hit points. If the living lake is evil, each creature within 20 feet of it must make a DC 21 Dexterity saving throw, taking 21 (6d6) acid damage on a failed save, or half as much damage on a successful one. If the living lake is neutral, it chooses each day whether its Protoplasm Splash heals or harms nearby creatures.
  • Cast a Spell (costs 3 actions). The living lake casts a spell from its list of prepared spells, using a spell slot as normal.

ABOUT

That’s a lot of ooze. Living lakes are pools of a single ooze large enough to be thought of as a lake. They are translucent, and their bodies, if the mass of this ooze can be thought of as a body, are far more fluid-like than that of other oozes. They fill depressions, sometimes on the surface, and feed on thirsty creatures that come by. While their main attack is to form a wave in their body and engulf prey, living lakes are also intelligent and can cast a wide range of spells to lure prey, fend of attackers, and disguise their true nature.

Section 15: Copyright Notice

Tome of Horrors 2020, (C) 2020, Necromancer Games

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