THE SHARED REFERENCE Adventurer

Monster

Flesh Meld

Outside your table’s allowed sources

Official reference · PaBTSO · 2014

Creature type
Aberration
Size
Huge
Armor class
12
Hit points
95 (10d12 + 30)
Speed
Walk 30 ft., Climb 30 ft.
Challenge rating
7
Alignment
Chaotic Evil
Strength
21
Dexterity
14
Constitution
17
Intelligence
7
Wisdom
13
Charisma
5
Passive Perception
11
Saving Throws
str: +8; dex: +5
Senses
blindsight 60 ft. (can't see beyond this radius)
Languages
understands all but can't speak
Condition Immunities
blinded, prone

Traits

Amorphous

The flesh meld can move through a space as narrow as 1 inch without squeezing.

Aura of Death

At the start of each of the flesh meld's turns, each creature within 5 feet of it must succeed on a DC 15 Constitution saving throw or take 3 (1d6) necrotic damage and have the poisoned condition until the start of the flesh meld's next turn.

Magic Resistance

The flesh meld has advantage on saving throws against spells and other magical effects.

Spider Climb

The flesh meld can climb difficult surfaces, including ceilings, without needing to make an ability check.

Actions

Multiattack

The flesh meld makes two Bite attacks.

Bite

Melee Weapon Attack: +8 to hit, reach 30 ft., one target. Hit: 16 (2d10 + 5) piercing damage, and if the target is a Large or smaller creature, it has the grappled condition (escape DC 15) and is pulled up to 15 feet toward the flesh meld.

Bonus actions

Consume Creature

The flesh meld targets one Large or smaller creature within 5 feet of itself that it's grappling. The target must succeed on a DC 15 Dexterity saving throw or be swallowed by the flesh meld. The flesh meld can have one creature swallowed at a time.

A swallowed creature no longer has the grappled condition. While swallowed, it has the blinded and restrained conditions, has 3 against attacks and other effects outside the flesh meld, and takes 10 (3d6) necrotic damage at the start of each of the flesh meld's turns. If this damage reduces a swallowed creature to 0 hit points, the creature dies, and the flesh meld consumes its body.

If the flesh meld takes 30 damage or more on a single turn from the swallowed creature, the flesh meld must succeed on a DC 15 Constitution saving throw at the end of that turn or regurgitate the creature, which falls with the prone condition in a space within 5 feet of the flesh meld. If the flesh meld dies, the swallowed creature is no longer restrained by it and can escape from the corpse by using 10 feet of movement, exiting with the prone condition.

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