Uursovk

Large aberration, chaotic neutral

Armor Class

17 (natural armor)

Hit Points

157 (15d10 + 75)

Speed

30 ft.

STR

20 (+5)

DEX

15 (+2)

CON

21 (+5)

INT

15 (+2)

WIS

14 (+2)

CHA

15 (+2)

Damage Resistances

psychic

Condition Immunities

charmed, petrified

Senses

darkvision 60 ft., passive Perception 16

Saving Throws

Str +9, Con +9, Wis +6, Cha +6

Languages

Deep Speech, Primordial

Challenge

9 (5,000 XP)

Everchanging Changers. The Court of All Flesh are beings of pure chaos. Because their minds are pure disorder, they cannot be driven mad or charmed and any attempts to magically compel their behavior fails.

Insanity Field. Any creature that starts its turn within 10 feet of Uursovk must make a DC 16 Intelligence saving throw. On a failure, the creature is poisoned until the start of its next turn. On a success, the creature becomes immune to Insanity Field for 24 hours.

Magic Resistance. Uursovk has advantage on saving throws against spells and other magical effects.

Madness Aura. Enemies within 60 feet who can see Uursovk make a successful DC 16 Intelligence saving throw in order to cast a spell. Once a creature succeeds on this saving throw, it becomes immune to Uursovk’s Madness Aura for 24 hours

Actions

Multiattack. Uursovk makes three attacks with bite or three attacks with bone spine.

Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 10 (1d10 + 5) piercing damage.

Bone Spine. Ranged Weapon Attack: +6 to hit, range 60/180 ft., one target. Hit: 11 (2d8 + 2) piercing damage.

Meld Flesh. Uursovk targets two adjacent creatures, who must each make a DC 16 Constitution saving throw. If both fail, they meld into one gestalt entity, shedding any armor they were wearing. The gestalt entity is Medium and has hit points equal to the sum of their hit points, has ability scores equal to the higher of each score, and inherits any conditions of the targets. The new entity is treated as an individual in combat, but can take any action that either original target could take. At the end of each round, the two targets can make DC 16 Constitution saving throws to revert to their original forms (still sans armor), but both targets must succeed in order to end the effect. Otherwise, the effect ends after 1 hour.

large
aberration
cr9
strongholds-and-followers