Flaahgra

Gargantuan monstrosity, chaotic evil

Armor Class 15

15 Hit Points 50

50 Speed 0ft.

STR DEX CON INT WIS CHA 16 (+3) 6 (-2) 16 (+3) 12 (+1) 7 (-1) 6 (-2)

Condition Immunities frightened, charmed, grappled, restrained. poisoned.

frightened, charmed, grappled, restrained. poisoned. Damage Resistances Necrotic, bludgeoning, piercing and slashing damage from non-magical weapons that aren't silvered.

Necrotic, bludgeoning, piercing and slashing damage from non-magical weapons that aren't silvered. Damage Immunities Poison

Poison Senses passive Perception 13

passive Perception 13 Languages None

None Challenge Get Fucked

Regeneration. Flaahgra regains 10 HP at the start of each of her turns. If she has taken fire damage before that point, this trait does not function.

Resilient. When Flaahgra is reduced to 0 HP, she does not fall unconcious. Instead, her form begins to sway uncontrollably and is considered stunned. While in this state, she is immune to all damage. At the end of her next turn after being reduced to 0 HP, she regains all of her HP.

Sunlight Reliant. The three sunlight directors in Flaahgra's lair give her both strength and vitality. For each director pointed downward at Flaahgra during her turn, the damage of her attacks increases; 1d6 if one is down, 1d8 if two, and 1d10 if all three are down. If all three directors are deactivated, Flaahgra falls downward sideways onto the arena. Anyone in her path must make a DC 15 Dexterity saving throw or take 11 (2d10) bludgeoning damage. While incapacitated in this way, the vines defending her core root complex withdraw, rendering it vulnerable.

Core Root Complex. Flaahgra's heart resides underneath her form, guarded by three vines that protrude into the arena. These vines withdraw while no sunlight directors are active. To harm this root complex, a character must deal fire damage to it in some way, shape or form. When all three portions of the core root complex have been set ablaze, Flaahgra burns and is considered defeated.

Water Corruption. Flaahgra is the source of the poisoned water flooding the ruins. Anyone who enters the water around Flaahgra for the first time or starts their turn there takes 5 (1d8) acid damage.

Actions

Multiattack. Flaahgra makes two attacks with her blades. Alternatively, she can forgo attacking to reset one sunlight director that has been deactivated.

Abberational Blades. Melee Weapon Attack: +6 to hit, reach 10ft., one target. Hit: 7 (1d6 + 3), 8 (1d8 + 3), or 9 (1d10 + 3) slashing damage.

Corrupted Sunlight. Flaahgra chooses a point she can see within 120 ft. as an orb of energy amasses in her maw. All creatures within 10 ft. of this point must make a DC 15 Dexterity saving throw or take 18 (3d10) acid damage, or half as much on a successful one.

Wall of Thorns. Flaahgra creates a line of thorns and vines in a 5 ft. wide line across the arena from her. All creatures within that line must make a DC 15 Dexterity saving throw or take 12 (3d6) piercing damage. The thorns linger until the end of her next turn, rendering the area difficult terrain. Anyone trying to cross it takes 4 (1d6) piercing damage per 5 ft. moved.