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Brain Coral 2014

CR 5 aberration

Huge aberration, neutral evil


Armor Class
14 (natural armor)
Hit Points
119 (14d12+28)
Speed
swim 120 ft.

STR16 (+3)
DEX6 (-2)
CON14 (+2)
INT18 (+4)
WIS14 (+2)
CHA10 (+0)

Saving Throws
Intelligence +5
Skills
Perception +2
Damage Immunities
psychic
Condition Immunities
blinded, charmed, deafened, frightened, poisoned, prone
Senses
blindsight 120 ft., passive Perception 15
Languages
Common, Deep Speech, telepathy 120'
Challenge
5 (1,800 XP) · Proficiency Bonus +3

Colony Cluster.

Consists of Huge central spire and 3 Small clusters. Each cluster acts on coral’s turn and shares its move allowing spire and clusters to swim total of 120' on coral’s turn. Cluster can’t move more than 120' from spire. Cluster over 120' away from spire for over 24 hrs enters dormant state becoming new brain coral after 30 days. Brain coral and its clusters share hp and damage dealt to cluster or spire reduces shared total. If more than one section of coral is included in damaging spell or effect (ex: Dragon’s breath weapon or lightning bolt spell) coral makes one save and takes damage as if only one section was affected. When coral takes 15+ damage in one turn cluster is destroyed. At end of its turn if coral took damage on previous turn it can expel one new cluster from spire per 15 damage it took. Can’t have more than 5 clusters active at a time.

Water Breathing.

Can breathe only underwater.

Source: Tome of Beasts 3 (Kobold Press) · License: OPEN GAME LICENSE Version 1.0a details