Gel Behemoths are actually two entities acting in unison; An ambulant fungus that instinctively crawls on many limbs towards any form of life for a meal, and a symbiotic ooze that coats the monstrosity to protect it in sunlight and feed off its scraps. Fighting the Gel Behemoth is a risky procedure: One false step, and an experienced adventurer can breathe their last even after they've destroyed the two entities.

As a symbiotic pair of life, the Gel Behemoth only rolls initiative once, using the Gel Behemoth Ambulant Dex Mod. The Gel Behemoth Ambulant always acts before the Gel Behemoth Veil .

Gel Behemoth Ambulant

Large plant, unaligned

Armor Class 19 (natural armor)

19 (natural armor) Hit Points 106 (12d10 + 40)

106 (12d10 + 40) Speed 30 ft.

STR DEX CON INT WIS CHA 18 (+4) 14 (+2) 20 (+5) 4 (-3) 6 (-2) 8 (-1)

Saving Throws Str +9, Con +10

Str +9, Con +10 Damage Immunities poison

poison Condition Immunities blinded, charmed, deafened, frightened, poisoned

blinded, charmed, deafened, frightened, poisoned Senses blindsight 60 ft., passive Perception 8

blindsight 60 ft., passive Perception 8 Languages —

— Challenge 14 (11,500 XP)

Symbiotic. While the ambulant is coated in a gel behemoth veil, it ignores the effects of Sun Sickness, has damage resistances to acid, cold, lightning, and slashing damage, and is immune to bludgeoning, piercing, and slashing damage from nonmagical attacks.

Sun Sickness. While in sunlight, the ambulant has disadvantage on ability checks, attack rolls, and saving throws.

Legendary Resistance (3/Day). If the ambulant fails a saving throw, it can choose to succeed instead.

Actions

Multiattack. The ambulant makes three attacks with its fists.

Fist. Melee Weapon Attack: +9 to hit: reach 5ft., one target. Hit 11 (2d6 + 4) bludgeoning damage.

Stinger. Melee Weapon Attack: +9 to hit, reach 10ft., one target. Hit 11 (2d6 + 4) piercing damage plus 11 (2d6 + 4) poison damage, and the target must succeed on a DC 16 Constitution saving throw or become infected with gel toxin disease. Characters infected with gel toxin disease have disadvantage on saving throws for 1 minute.

Pacifying Spores (Recharge 5-6). The ambulant vents spores in a 30-foot radius. Each creature in that area must succeed on a DC 16 Constitution saving throw or be stunned 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 ambulant can take 3 legendary actions if it is coated in a gel behemoth veil, 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 ambulant regains spent legendary actions at the start of its turn.

Detect. The ambulant makes a Wisdom (Perception) check.

Stinger Attack. The ambulant makes a stinger attack.

Shed Skin. The ambulant shakes violently, flinging ooze droplets in a 30-foot radius. Each creature in the area must succeed on a DC 18 Dexterity save or take 5 (1d10) acid damage, and another 5 (1d10) acid damage at the end of each of its turns. Creatures in plate armor automatically succeed on their saving throws. Affected creatures can use a bonus action to remove ooze from their body, ending the affect. This costs 2 legendary actions.