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Hulking Limbspawn
LARGE ABERRATION

A detached mass of conjoined limbs, wishing to become part of a new whole.

Armor Class: 15

Initiative: +2 (12)

Hit Points: 75 (10d10+20) 10d10+20

Speed: 35ft., climb 20ft.

Challenge: 3 (XP 700; PB +2)
    MOD SAVE
STR 18 +4 +6
DEX 14 +2 +4
CON 15 +2 +2
    MOD SAVE
INT 4 -3 -3
WIS 10 +0 +0
CHA 5 -3 -3

Skills: Perception +4, Acrobatics +6

Languages: Understands Giant


Traits

Corpse-Memory Reflexes

The hulking limbspawn can make one melee attack as a reaction against any creature that enters its reach (10 ft.).  

Surge Regeneration

Regains 10 hit points at the start of its turn unless it took acid, fire, or radiant damage.  

Massive Frame

The limbspawn has advantage on Strength checks and Strength saves.


Actions

Multiattack

Makes two Slam attacks.  

Slam

Melee Weapon Attack: +6 to hit, reach 10 ft. Hit: 13 (2d8 + 4) bludgeoning damage.  

Flesh-Whip (Recharge 5–6)

A sinewy tendon lashes out. Melee Weapon Attack: +6 to hit, reach 15 ft. Hit: 11 (2d6 + 4) slashing damage, and the target must succeed on a DC 13 Strength save or be pulled 10 ft. toward the limbspawn.


Reactions

Opportunity Attack, Corpse-Memory Reflexes


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