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<blockquote data-quote="GreatestHonor" data-source="post: 9213634" data-attributes="member: 7042229"><p>A green gel on the loose in Steyliff Grove. No condition is too cold nor stimulus too shocking as the elements of ice and lightning only serve to nourish this electric-cool emerald terror.</p><p></p><p><strong>Matcha Mousse</strong></p><p><em>Medium Ooze (Daemon), Chaotic Evil</em><img src="https://www.enworld.org/attachments/1599001688295-png.125413/" alt="1599001688295.png" class="fr-fic fr-dii fr-draggable " style="" /></p><p><strong>Armor Class</strong> 6</p><p><strong>Hit Points</strong> 208 (32d8 + 64)</p><p><strong>Speed</strong> 10 ft.</p><p><img src="https://www.enworld.org/attachments/1599001689306-png.125414/" alt="1599001689306.png" class="fr-fic fr-dii fr-draggable " style="" /></p><table style='width: 100%'><tr><td><strong>STR</strong></td><td><strong>DEX</strong></td><td><strong>CON</strong></td><td><strong>INT</strong></td><td><strong>WIS</strong></td><td><strong>CHA</strong></td></tr><tr><td>15 (+2)</td><td>3 (-4)</td><td>15 (+2)</td><td>1 (-5)</td><td>6 (-2)</td><td>2 (-4)</td></tr></table><p><img src="https://www.enworld.org/attachments/1599001691083-png.125415/" alt="1599001691083.png" class="fr-fic fr-dii fr-draggable " style="" /></p><p><strong>Damage Resistances</strong> bludgeoning piercing and slashing</p><p><strong>Damage Immunities</strong> cold, lightning</p><p><strong>Condition Immunities </strong>charmed, deafened, exhaustion, frightened, prone</p><p><strong>Senses</strong> darkvision 60 ft., passive perception 8</p><p><strong>Languages</strong> ——</p><p><strong>Challenge</strong> 10 (5,900 XP) <strong>Proficiency Bonus</strong> +4</p><p><img src="https://www.enworld.org/attachments/1599001692326-png.125416/" alt="1599001692326.png" class="fr-fic fr-dii fr-draggable " style="" /></p><p><em><strong>Amorphous.</strong></em> The flan can move through a space as narrow as 1 inch wide without squeezing.</p><p></p><p><strong><em>Aversion to Sunlight.</em></strong> If the flan starts its turn while within a space of bright light, it has disadvantage on attack rolls, saving throws and skill checks. If it starts its turn while in sunlight, it must make a DC 15 Constitution saving throw at the start of each of its turns or have its Constitution score reduced by 1. If the flan’s Constitution score reaches 0 this way, it is destroyed. This reduction disappears after a short or long rest within an area of darkness.</p><p></p><p><strong><em>Cold and Lightning Absorption.</em></strong> Whenever the flan takes cold and/or lightning damage, it takes no damage and instead regains a number of hit points equal to the amount of damage dealt.</p><p></p><p><strong><em>Daemonic Attacks.</em></strong> Whenever the flan deals damage against another creature other than another daemon, that creature must succeed on a DC 12 Constitution or Charisma saving throw (creature’s choice) or have its hit point maximum reduced by half of the damage dealt. This reduction can be reverted by a short or long rest or the spell <em>lesser restoration</em> or similar magic.</p><p></p><p><em><strong>Elemental Empowerment.</strong></em> If the flan takes cold and/or lightning damage, its next weapon attack deals an additional 21 (6d6) damage of the corresponding type. The flan can only gain this benefit once per round.</p><p></p><p><strong><u>ACTIONS</u></strong></p><p><strong><em>Multiattack</em>.</strong> The flan makes one bite attack and one pseudopod attack.</p><p></p><p><em><strong>Bite.</strong></em> <em>Melee Weapon Attack:</em> +5 to hit, reach 5 ft., one target. <em>Hit.</em> 7 (1d10 + 2) bludgeoning damage plus 10 (3d6) necrotic damage. If the target is a Medium-sized or smaller creature it must succeed on a DC 14 Strength saving throw or be grappled and restrained by the flan. The creature takes 10 (3d6) necrotic damage at the start of each of its turns. The creature can repeat its saving throw at the end of each of its turns, ending the effect on itself on a success. The flan can only grapple one creature this way.</p><p></p><p><em><strong>Psuedopod.</strong></em> <em>Melee Weapon Attack:</em> +5 to hit, reach 10 ft., one target. <em>Hit.</em> 13 (2d10 + 2) bludgeoning damage plus 21 (6d6) necrotic damage.</p><p></p><p><strong><em>Flop (Recharge 5-6).</em></strong> The flan jumps into the air and lands in an area of its choice within 10 feet. Any other creature in the area must succeed a DC 13 Dexterity saving throw or take 13 (3d8) bludgeoning damage plus 7 (2d6) necrotic damage. Whether or not the creature succeeds, it is pushed to an unoccupied space adjacent to the flan. A creature that fails this save by 5 or more is also knocked prone.</p><p></p><p><strong><em>Melt (Recharge 6)</em></strong>. If the flan is atop soil, gravel, porous stone, or a similar material, it temporarily melts into the ground then appears in an unoccupied space within 30 feet atop the same surface. This movement does not provoke opportunity attacks.</p></blockquote><p></p>
[QUOTE="GreatestHonor, post: 9213634, member: 7042229"] A green gel on the loose in Steyliff Grove. No condition is too cold nor stimulus too shocking as the elements of ice and lightning only serve to nourish this electric-cool emerald terror. [B]Matcha Mousse[/B] [I]Medium Ooze (Daemon), Chaotic Evil[/I][IMG alt="1599001688295.png"]https://www.enworld.org/attachments/1599001688295-png.125413/[/IMG] [B]Armor Class[/B] 6 [B]Hit Points[/B] 208 (32d8 + 64) [B]Speed[/B] 10 ft. [IMG alt="1599001689306.png"]https://www.enworld.org/attachments/1599001689306-png.125414/[/IMG] [TABLE] [TR] [TD][B]STR[/B][/TD] [TD][B]DEX[/B][/TD] [TD][B]CON[/B][/TD] [TD][B]INT[/B][/TD] [TD][B]WIS[/B][/TD] [TD][B]CHA[/B][/TD] [/TR] [TR] [TD]15 (+2)[/TD] [TD]3 (-4)[/TD] [TD]15 (+2)[/TD] [TD]1 (-5)[/TD] [TD]6 (-2)[/TD] [TD]2 (-4)[/TD] [/TR] [/TABLE] [IMG alt="1599001691083.png"]https://www.enworld.org/attachments/1599001691083-png.125415/[/IMG] [B]Damage Resistances[/B] bludgeoning piercing and slashing [B]Damage Immunities[/B] cold, lightning [B]Condition Immunities [/B]charmed, deafened, exhaustion, frightened, prone [B]Senses[/B] darkvision 60 ft., passive perception 8 [B]Languages[/B] —— [B]Challenge[/B] 10 (5,900 XP) [B]Proficiency Bonus[/B] +4 [IMG alt="1599001692326.png"]https://www.enworld.org/attachments/1599001692326-png.125416/[/IMG] [I][B]Amorphous.[/B][/I] The flan can move through a space as narrow as 1 inch wide without squeezing. [B][I]Aversion to Sunlight.[/I][/B] If the flan starts its turn while within a space of bright light, it has disadvantage on attack rolls, saving throws and skill checks. If it starts its turn while in sunlight, it must make a DC 15 Constitution saving throw at the start of each of its turns or have its Constitution score reduced by 1. If the flan’s Constitution score reaches 0 this way, it is destroyed. This reduction disappears after a short or long rest within an area of darkness. [B][I]Cold and Lightning Absorption.[/I][/B] Whenever the flan takes cold and/or lightning damage, it takes no damage and instead regains a number of hit points equal to the amount of damage dealt. [B][I]Daemonic Attacks.[/I][/B] Whenever the flan deals damage against another creature other than another daemon, that creature must succeed on a DC 12 Constitution or Charisma saving throw (creature’s choice) or have its hit point maximum reduced by half of the damage dealt. This reduction can be reverted by a short or long rest or the spell [I]lesser restoration[/I] or similar magic. [I][B]Elemental Empowerment.[/B][/I] If the flan takes cold and/or lightning damage, its next weapon attack deals an additional 21 (6d6) damage of the corresponding type. The flan can only gain this benefit once per round. [B][U]ACTIONS[/U] [I]Multiattack[/I].[/B] The flan makes one bite attack and one pseudopod attack. [I][B]Bite.[/B][/I] [I]Melee Weapon Attack:[/I] +5 to hit, reach 5 ft., one target. [I]Hit.[/I] 7 (1d10 + 2) bludgeoning damage plus 10 (3d6) necrotic damage. If the target is a Medium-sized or smaller creature it must succeed on a DC 14 Strength saving throw or be grappled and restrained by the flan. The creature takes 10 (3d6) necrotic damage at the start of each of its turns. The creature can repeat its saving throw at the end of each of its turns, ending the effect on itself on a success. The flan can only grapple one creature this way. [I][B]Psuedopod.[/B][/I] [I]Melee Weapon Attack:[/I] +5 to hit, reach 10 ft., one target. [I]Hit.[/I] 13 (2d10 + 2) bludgeoning damage plus 21 (6d6) necrotic damage. [B][I]Flop (Recharge 5-6).[/I][/B] The flan jumps into the air and lands in an area of its choice within 10 feet. Any other creature in the area must succeed a DC 13 Dexterity saving throw or take 13 (3d8) bludgeoning damage plus 7 (2d6) necrotic damage. Whether or not the creature succeeds, it is pushed to an unoccupied space adjacent to the flan. A creature that fails this save by 5 or more is also knocked prone. [B][I]Melt (Recharge 6)[/I][/B]. If the flan is atop soil, gravel, porous stone, or a similar material, it temporarily melts into the ground then appears in an unoccupied space within 30 feet atop the same surface. This movement does not provoke opportunity attacks. [/QUOTE]
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