M'l'ykkri

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An untold abomination of the universe, the M’l’ykkri Fleshling looks like an inside out humanoid torso with teeth that can burrow, combine, and rearrange within itself. When enough fleshlings amalgamate together, they create a terrifying M’l’ykkri Flesh Swarm.

Once per year, M’l’ykkri will shed bits of flesh about as long as a human’s forearm. These Flesh Worms will seek out humanoids and burrow into them. This usually kills the humanoid, but if it does not, then the worm will secrete fluids that corrode the humanoid’s entrails and transform it into a new Fleshling.

Eventually, M’l’ykkri Fleshlings will grow so old and large that they become true M’l’ykkri, which are so enormous that whole patches of forest or jungle can grow on top of it while it burrows into the ground to await unsuspecting prey. When a creature nears it, a M’l’ykkri will open its enormous maw and swallow creatures even as large as elephants whole.

M'l'ykkri

Monster Level: 22
Titan. Abonimable, Eldritch
STR DEX END AWR INT CHA
8 3 2 4 1 7
Ref: 13 Fort: 12 Ant: 14 Log: 11 Will: 17
Armor Rating 14 Vulnerable Corrosive 1; DR 10/Corrosive
Hit Points 260 Immune Psychic
Speed 5 ft, Fly 5 ft, Burrow 10 ft Senses Blindsight 120 ft
Traits Immutable, Iron Will, Steel Mind
Features
Burrowing Horror. The M’l’ykkri gains +12 Sneaking after it has burrowed in natural dirt or stone for 1 hour.

Spawn Fleshlings (1/Day). The M’l’ykkri can create 2d4 M’l’ykkri Fleshlings. These M'l'ykkri Fleshlings obey the mental commands of the M’l’ykkri and act immediately after it in Initiative.

Interplanetary Voyager. The M’l’ykkri is immune to any negative effects of the void of space.

Deep Maw. Creatures who fall 40 ft into the M’l’ykkri’s mouth land in a 20 ft deep pool of acid. They take 4d12 (26) corrosive at the start of each turn while submerged in this pool.

Actions

The M'l'ykkri can take FIVE of the following actions, or take the same action five times.

Move. The M’l’ykkri can move up to its speed.

Tentacle. Reach 40 ft, Natural Weapon. +8 vs AR. Hit: 11 (1d8+8) blunt and the creature is Grappled (escape DC 18).

OR the M'l'ykkri can take TWO of the following actions, or take the same action twice...

Move. The M’l’ykkri can move up to its speed.

Tentacle. The M’l’ykkri can make a Tentacle attack.

...AND take ONE of the following actions.

Spur the Flesh. M’l’ykkri Fleshlings within 30 ft gain +2 to attack and damage rolls until the start of the M’l’ykkri’s next turn.

Roar. 60ft Radius, Natural Weapon. +7 vs WILL of each hostile creature within range. Hit: 12 (1d10+7) psychic and 5 (1d10) sonic, and the target becomes Shaken until the end of its next turn.