Unknown Shores
Unstable Mutation CR: 16
Huge monstrosity, chaotic neutral
Armor Class: 17
Hit Points: 247 (19d12 + 114) 19d12+114
Speed:
40 ft
, climb: 30 ft
Saving Throws: Str +13, Con +11, Wis +6
Skills: Athletics +13, Perception +6
Damage Resistances: bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities: charmed, frightened, poisoned
Senses: darkvision 120 ft., passive Perception 16
Languages: understands the languages it knew before its mutation but can't speak
Challenge Rating: 16
( 15,500 XP)
Proficiency Bonus: +5
Special Abilities
Experimental Organism. The Unstable Mutation doesn’t require air, food, drink, or sleep, and it is immune to disease.
Siege Monster. The Unstable Mutation deals double damage to objects and structures.
Unstable Regeneration. The Unstable Mutation regains 15 hit points at the start of its turn if it has at least 1 hit point. If it takes acid or fire damage, this trait doesn’t function at the start of its next turn.
Mutagenic Instability. At the end of each of its turns, roll a d4. The Unstable Mutation’s body undergoes the corresponding mutation until the end of its next turn.
| d4 |
Mutation |
| 1 | Calcified Hide. Jagged plates of bone erupt across its body, granting it a +2 bonus to AC. |
| 2 | Elongated Limbs. Its limbs stretch and split. The reach of its melee attacks increases by 5 feet. |
| 3 | Overgrown Muscle. Its muscles swell beyond the limits of its frame. Its melee attacks deal an extra 5 (1d10) damage on a hit. |
| 4 | Rupturing Tissue. Swollen growths spread across its body. The first time it takes damage before the end of its next turn, each creature within 10 feet of it takes 7 (2d6) necrotic damage. |
Relentless Bulk. The Unstable Mutation has advantage on ability checks and saving throws made to resist being grappled, knocked prone, or moved against its will.
Uncontrolled Fury. While the Unstable Mutation has 123 hit points or fewer, its speed increases by 10 feet, and it makes one additional Crushing Fist attack when it uses Multiattack.
Actions
Multiattack. The Unstable Mutation makes three attacks, using Crushing Fist or Mutated Claw in any combination.
Crushing Fist. Melee Weapon Attack: +13 to hit, reach 10 ft., one target.
Hit: 19 (2d10 + 8) bludgeoning damage. If the target is Large or smaller, it must succeed on a DC 21 Strength saving throw or be pushed up to 15 feet away from the Unstable Mutation and knocked prone.
Mutated Claw. Melee Weapon Attack: +13 to hit, reach 15 ft., one target.
Hit: 17 (2d8 + 8) slashing damage. If the target is Large or smaller and the Unstable Mutation is grappling fewer than two creatures with this attack, the target is grappled (escape DC 21). While grappled in this way, the target is restrained.
Hurl Debris. Ranged Weapon Attack: +13 to hit, range 60/180 ft., one target.
Hit: 24 (3d10 + 8) bludgeoning damage. Each creature within 5 feet of the target must succeed on a DC 18 Dexterity saving throw or take 9 (2d8) bludgeoning damage from flying debris.
Catastrophic Rampage (Recharge 5–6). The Unstable Mutation moves up to its speed in a straight line without provoking opportunity attacks. During this movement, it can move through the spaces of Large or smaller creatures.
The first time it enters a creature’s space during this movement, that creature must make a DC 21 Dexterity saving throw. On a failed save, the creature takes 31 (4d10 + 9) bludgeoning damage and is knocked prone. On a successful save, it takes half as much damage and isn’t knocked prone.
The Unstable Mutation can move through nonmagical objects and structures as though they were difficult terrain, dealing 40 bludgeoning damage to each section it passes through.
Bonus Actions
Violent Seizure. One creature grappled by the Unstable Mutation takes 13 (2d12) bludgeoning damage. The Unstable Mutation then throws the creature to an unoccupied space on the ground it can see within 30 feet.
The thrown creature lands prone and takes 10 (3d6) bludgeoning damage. Each other creature within 5 feet of where it lands must succeed on a DC 18 Dexterity saving throw or take the same damage.
Reactions
Reactive Mutation. When the Unstable Mutation takes damage from a creature it can see within 30 feet, it moves up to half its speed toward that creature without provoking opportunity attacks.
If it ends this movement within reach of the triggering creature, it makes one Crushing Fist attack against it.
Legendary Actions
The Unstable Mutation can take 3 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. The Unstable Mutation regains spent legendary actions at the start of its turn.
Advance. The Unstable Mutation moves up to half its speed.
Crushing Fist. The Unstable Mutation makes one Crushing Fist attack.
Groundbreaker (Costs 2 Actions). The Unstable Mutation slams the ground. Each creature within 15 feet of it must succeed on a DC 21 Strength saving throw or take 13 (2d12) bludgeoning damage and fall prone.
Rupture Growth (Costs 3 Actions). The Unstable Mutation violently sheds unstable tissue. Each creature within 20 feet of it must make a DC 19 Constitution saving throw, taking 22 (4d10) necrotic damage on a failed save or half as much damage on a successful one.
The Unstable Mutation then loses 10 hit points. This hit point loss can’t be reduced or prevented.
did you get some inspiration from mutated abominations from my world
This one actually comes from one of the members of the team. It's go to be the final boss for a new adventure module we're starting. But, yes I'm a fan of your mutants as well :)