Nethredak, the Oozing Corruption

Huge aberration (ooze), chaotic evil

Armor Class 12 (natural armor)

12 (natural armor) Hit Points 304 (21d12 + 168)

304 (21d12 + 168) Speed 30 ft., climb 20 ft.

STR DEX CON INT WIS CHA 21 (+5) 8 (-1) 27 (+8) 12 (+1) 14 (+2) 1 (-5)

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

Str +12, Con +15, Wis +9 Skills Athletics +12, Perception +9

Athletics +12, Perception +9 Damage Resistances psychic; bludgeoning and piercing from nonmagical attacks

psychic; bludgeoning and piercing from nonmagical attacks Damage Immunities acid, cold, poison, slashing

acid, cold, poison, slashing Condition Immunities blinded, charmed, deafened, exhaustion, frightened, poisoned, prone

blinded, charmed, deafened, exhaustion, frightened, poisoned, prone Senses blindsight 60 ft., tremorsense 200 ft. (blind beyond this radius), passive Perception 19

blindsight 60 ft., tremorsense 200 ft. (blind beyond this radius), passive Perception 19 Languages Deep Speech

Deep Speech Challenge 16 (15,000 XP)

Legendary Resistance (2/Day). If Nethredak fails a saving throw, it can choose to succeed instead.

Alien Mind. Nethredak is immune to any effect that would sense its emotions or read its thoughts, as well as any divination spell that it refuses.

Amorphous. Nethredak can move through a space as narrow as 1 inch wide without squeezing.

Corrosive Form. A creature that touches Nethredak or hits it with a melee attack while within 10 feet of it takes 16 (3d10) acid damage. Nethredak can eat through 2-inch-thick, non magical wood, metal, or stone in 1 round.

Nethredak's Affliction. Any creature that grows a corrupt limb that is not immune to disease becomes infected with the influence of Nethredak. A creature that dies while infected with the affliction is transformed into a clone of Nethredak in 1d20 days. If all corrupt limbs have been severed from a creature, the affliction can be removed by an effect that cures diseases or removes curses.

Dangerous Thoughts. If a creature attempts to communicate with Nethredak telepathically, read its thoughts, or charm it, Nethredak can force the creature to make a DC 16 Charisma saving throw, taking 14 (4d6) psychic damage on a failed save.

Influence Corrupted Limbs. At the start of a creature's turn that has grown one or more extra limbs due to Nethredak's Corrupting Touch, each limb makes an attack at a random enemy of Nethredak within its reach. If no other creatures are within the appendage's reach, it attacks the creature from which it has grown. When a corrupted appendage scores a critical hit against a target, the target also grows an appendage as if it was subject to the Corrupting Touch effect. A creature can't grow more than two corrupted limbs at a time.

Actions

Multiattack. Nethredak makes two attacks.

Acid Spray. Ranged Weapon Attack: +12 to hit, range 100/200 ft., one target. Hit: 22 (4d10) acid damage. When this attack is used, all creatures within 20 feet of Nethredak must make a DC 16 Dexterity saving throw, taking 16 (3d10) acid damage on a failed save or half as much damage on a successful one.

Corrupting Touch. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 19 (4d6 + 5) bludgeoning damage plus 11 (2d10) acid damage. If the target is a creature that isn't incorporeal or an ooze, it must succeed on a DC 16 Constitution saving throw or grow a corrupted limb with a mind of its own somewhere on its body and become infected with the Nethredak's Affliction. Roll 1d6 to determine what grows on the target.

Claw Arm. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 18 (4d8) slashing damage. Grasping Tentacle. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: target becomes grappled and restrained ((escape DC 16). The tentacle can only grapple one creature at a time. Acid Jet. Ranged Weapon Attack: +7 to hit, range 60/120 ft., one target. Hit: 10 (3d6) acid damage. Stinger. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 5 (2d4) piercing damage plus 11 (2d10) poison damage. On a hit, the target must make a DC 16 Constitution saving throw or be poisoned for 1 hour. Incorporeal Pseudopod. Melee Weapon Attack: +7 to hit, reach 15 ft., one target. Hit: 15 (6d4) force damage. Rotting Club. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (2d6) bludgeoning damage plus 13 (3d8) necrotic damage.

The spells Dispel Evil and Good, Greater Restoration, Heal, or Wish can remove Nethredak's Affliction and all corrupt limbs from a creature. If the afflicted creature is dealt 20 points of slashing damage by and ally or itself, one corrupt limb is severed; however, Nethredak's Affliction remains.

Legendary Actions

Nethredak can take 2 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. Nethredak regains spent legendary actions at the start of its turn.

Touch. Nethredak makes one Corrupting Touch attack.

Command Corrupted Limbs. All corrupted limbs within 60 feet of Nethredak make an attack.

Draw in the Corrupted. Nethredak chooses one creature with a corrupted limb that it can see, hear, or sense within 120 feet and forces it to make a DC 16 Strength saving throw or be pulled 30 feet towards Nethredak by the mutated limb growing off the creature.