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Trekken

Mutated Beyond Reason

At the start of each of the mutated spawn's turns roll a d6, the mutated spawn gains the corresponding effect from the following table until the start of its next turn:

d6Result

Subcutaneous Armour

The mutated spawn's flesh under its skin hardens into thick armoured plates. Its AC increases to 18.

Grasping Pseudopods

The mutated spawn's limbs melt into grasping tentacles; it makes all its melee attacks with its tentacles instead of its unnatural claws when it takes the multiattack action.

Toxic Haemorrhage

The mutated spawn's limbs drip deadly venom from sharp barbs in its skin; it makes all its melee attacks with its venom barbs instead of its unnatural claws when it takes the multiattack action.

Aggressive

As a bonus action, the mutated spawn can move up to its speed toward a hostile creature that it can see.

Mostly Mindless

Due to the mutated spawn's physical instability and maddened nature it is incapable of using objects.

Additionally if the mutated spawn has taken damage since the end of its last turn, it must make a Wisdom saving throw at the start of its turn. The DC equals 10, or half of the total damage its taken since the end of its previous turn, whichever number is higher. On a failed save, the mutated spawn must move directly towards the nearest creature and use the multiattack action against that creature. If there is more than one possible target, it attacks one at random. The mutated spawn then regains control of itself for the remainder of its turn.

Acties

Multiattack

The mutated spawn makes 1d6 attacks with its unnatural claws.

Unnatural Claws

Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 9 (1d6 + 6) slashing damage. This attack ignores both resistance & immunity to slashing damage

Tentacles

Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit: 10 (1d8 + 6) bludgeoning damage and the target is grappled (escape DC 18). Until the grapple ends, the target is restrained and has disadvantage on Strength checks and Strength saving throws; the target remains grappled even if the mutated spawn's limbs change.

Venom Barbs

Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 8 (1d4 + 6) piercing damage, plus 3 (1d6) poison damage, and the target must succeed on a DC 18 Constitution saving throw or be poisoned for 1 minute.