Lekmind

Gargantuan plant, unaligned

Armor Class 17 (natural armor)

17 (natural armor) Hit Points 387 (25d20 + 125)

387 (25d20 + 125) Speed 0 ft.

STR DEX CON INT WIS CHA 27 (+8) 4 (-3) 20 (+5) 24 (+7) 15 (+2) 3 (-4)

Saving Throws Str +15, Con +12, Int +14, Wis +9

Str +15, Con +12, Int +14, Wis +9 Skills Athletics +15, Nature +14

Athletics +15, Nature +14 Damage Resistances necrotic

necrotic Condition Immunities blinded, charmed, deafened, frightened, prone, stunned

blinded, charmed, deafened, frightened, prone, stunned Senses blindsight 300 ft., passive Perception 20

blindsight 300 ft., passive Perception 20 Languages understands primordial and any languages it has assimilated, but can't speak

understands primordial and any languages it has assimilated, but can't speak Challenge 21 (33,000 XP)

Constant Revitalization. The lekmind can only be killed if it takes 100 points of fire damage in a single round while at 0 hit points. If it drops to 0 hit points and isn't killed, it appears to be dead (a DC 20 Intelligence (Nature) check proves otherwise) and the fog created by the lekmind disperses over 1d12+1 hours. After 2d12+4 days, the lekmind revitalizes itself and regains all its hit points.

Innate Spellcasting. The lekmind's innate spellcasting ability is Intelligence (spell save DC 22, +14 to hit with spell attacks). It can innately cast the following spells, requiring no components:

At will: fog cloud, hallucinatory terrain

3/day each: blight, contaigion, wrath of nature

Magic Resistance. The lekmind has advantage on saving throws against spells and other magical effects.

Regeneration. The lekmind regains 25 hit points at the start of its turn. If it takes 30 points of fire damage, this trait doesn't function at the start of the lekmind's next turn.

Things in the Mist. The lekmind constantly eminates a thick fog in a 10-mile radius which lighty obscures the area. After a few hours, creatures that enter the fog end up seeing dark illusory silhouettes in the fog, but they disappear if the creature gets close. After being in the fog for 12 hours, the lekmind can assimilate a creature's memories. When it does so, the creature stops seeing the silhouettes, and the lekmind has a general idea of where they are at all times while it remains in the fog.

Twisted Vines. The ground within 300 feet of the lekmind is considered difficult terrain for non-plant and non-undead creatures.

Actions

Multiattack. The lekmind makes two tendril attacks.

Necrophage Spawn. The lekmind creates a necrophage, an undead which resembles a creature from the memories it has acquired. The necrophage can't be larger than Medium, and appears within 5 feet of the lekmind. It acts and speaks in a way that is similar to how it does in the lekmind's acquired memories. The lekmind can control a maximum of 2d8+5 necrophages at once.

Tendril. Melee Weapon Attack: +15 to hit, reach 45 ft., one target. Hit: 15 (2d6 + 8) bludgeoning damage plus 7 (2d6) necrotic damage. If the target is Large or smaller, it is grappled (escape DC 15) and lifted 45 feet up into the air. Until the grapple ends, the target is restrained. The lekmind has 1d4 + 2 tendrils, each of which can grapple one creature.

Tendril Burst (Recharge 5-6). The lekmind chooses a point within 100 feet of it and causes an additional large tendril to burst from the ground. Creatures with 5 feet of the point are knocked back 5 feet and must succeed on a DC 17 Dexterity saving throw or be knocked prone. The lekmind then makes one tendril attack with the new appendage. Tendrils not directly attatched to the lekmind have an AC of 12 and 25 hit points.