Black Beast of Bedlam
Black Beast of Bedlam
Black Beast of Bedlam
BEDLAM
This revolting entity constantly melts, boils, and reshapes itself in an ever-shifting
series of shapes, each one more horrific than the last. It rapidly shifts through
dozens of forms before settling on a semi-amorphous mass of tar-like tentacles
dotted in spines, clawed tentacles, viscous sacs, bulging eyes, and other vague
features that suggest remnants of a humanoid body. Embedded in the creature's
primary tentacle and held aloft is a humanoid skull which cackles and whispers
terrifying truths in an ancient tongue.
24 18 21 16 16 18
+7 +4 +5 +3 +3 +4
Skills Perception +8
Damage Resistances acid, cold, fire
Damage Immunities lightning, poison, thunder
Condition Immunities charmed, paralyzed, petrified, poisoned, restrained, sleep,
stunned
Senses darkvision 120 ft., tremorsense 120 ft., passive Perception 18
Languages Abyssal, Common, Slaad
Challenge 13 (10,000 XP)
Proficiency Bonus +5
Traits
Immutable Form.
The beast is immune to any spell or effect that would alter its form.
Corporeal Instability.
A living creature hit by a melee attack from the beast must make a DC 18 Constitution saving
throw, becoming a spongy, amorphous mass on a failed save. Unless controlled through an
act of will, the victim's shape melts, flows, writhes, and boils.
The affected creature is unable to hold or use any item. Clothing, armor, rings, helmets, and
backpacks become useless. Large items - armor, backpacks, even shirts - hamper more than
help, reducing the creature's Dexterity score by 4. Soft or misshapen feet and legs reduce
speed to 10 feet. Searing pain courses along the nerves so strong that the creature cannot act
coherently. It cannot cast spells or use magic items, and it attacks blindly with disadvantage,
unable to distinguish friend from foe.
Each round the creature spends in an amorphous state reduces its Wisdom score by 1. If the
creature's Wisdom score falls to 0, it becomes a chaos beast under the DM’s control.
A creature with a strong sense of self can regain its own shape by succeeding on a DC 18
Charisma check at the end of each of their turns. A success reestablishes the creature's
normal form for 1 minute.
Corporeal instability is not a disease or a curse. A shapechange or stoneskin spell does not
cure the afflicted creature but fixes its form for the duration of the spell. A lesser restoration,
heal, or greater restoration spell removes the affliction and restores all lost wisdom.
Freedom of Movement.
The beast’s movement is unaffected by difficult terrain, and spells and other magical effects
don’t reduce the beast’s speed. The beast can also spend 5 feet of movement to automatically
escape from nonmagical restraints, such as manacles or a creature that has it grappled.
Mockery.
The beast can mimic animal sounds and humanoid voices and can make it seem as if the
sound is coming from anywhere within 30 feet of it. A creature that hears the sounds can tell
they are imitations with a successful DC 18 Wisdom (Insight) check.
Actions
Multiattack.
The beast makes two claw attacks.
Claw.
Melee Weapon Attack: +12 to hit, reach 5 ft., one creature.
Hit: 16 (2d8 + 7) slashing damage.
Innate Spellcasting.
The beast’s innate spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell
attacks). It can innately cast the following spells, requiring no material components: