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The Abberant Flesh

The Abberant Flesh is believed to be a mortal incarnation of the Demon Lord Jubilex given
their similar characteristics. A creature that dwells deep within darkened caverns and
forgotten ruins with only one goal: to consume and destroy.
Little is known about the origins of the Abberant Flesh as it has no means of
communication, merely offering inhuman gurgles and groans. It's flesh is little more
than malleable, acidic, tar-like ooze that can shift and harden at will. Whether it ages is a
mystery, but over time they do grow to terrifying sizes. It is surmised that as they get
older, or consume more and more matter, this enlarges the Aberrant Flesh.
There comes a point where the Flesh becomes so large it earns itself another name, given
to it by the first person who was able to flee this monster and survive - The Flesh Horror.
When an Abberant Flesh turns into a Horror, this is also the time they multiply.
Understandably, these creatures do not reproduce as normal creatures would. They,
instead, undergo a form of mitosis where two Abberant Flesh now exisist at the price of
reduced power - until the two grow once more.
In these darkened and twisted corners of the world, some even revere and worship these
beings. Seeing them as idols of Jubilex and placate them by bringing them other creatures
and humanoids to consume. All in an effort to see them grow.

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Abberant Flesh Adaptive Defense. If the Flesh is hit with a melee
weapon, the Flesh can shift it's own malleable
Large abberation, unaligned
pseudopod and replicate the weapon. No matter the
Armor Class 16 weapon, the Strength modifier is used.
Hit Points 211 (9d10 + 162) For example, if the Flesh was hit with a greataxe, it can
Speed 15ft. morph one of it's pseudopods into the shape of a
greataxe as a bonus action. When hit with this
pseudopod, it now does 1d12 slashing damage instead
STR DEX CON INT WIS CHA of its Slam attack.
17 (+3) 8 (-1) 18 (+3) 5 (-3) 11 (0) 6 (-2) Abhorrent Appendages. The Abberant Flesh can have up
to two pseudopods and two tendrils on its body at
Condition Immunities Grappled, Poisoned, Prone, once. The tendrils can be attacked specifically (AC 8,
Restrained HP 15, same resistances and immunites).
Damage Resistances Bludgeoning, Slashing and Piercing
damage from non-magical weapons Destroying a tendril deals no damage to the Flesh,
Damage Immunities Acid, Poison, Psychic which can extrude a replacement tendril at the
Senses Darkvision 90ft, Passive Perception 10 beginning of it's next turn. A tendril can also be broken
Languages None if a creature takes an action and succeeds on a DC 15
Challenge 7 (2,900 XP) Strength check against it.

Ravenous Flesh. The Abberant Flesh takes up its entire


Actions
space. Other creatures can enter the space, or the Pseudopod Slam. Melee Weapon Attack: +5 to hit,
Flesh can enter their's, but the creature that does so is reach 10ft., one target. Hit: 5 (2d8 + 3) bludgeoning
subsumed by the Flesh. damage, plus 2 (1d4) acid damage.)

Whenever the Flesh enters a creature's space, or vice Morphic Weapon. Melee Weapon Attack: +5 to hit,
versa, the creature must make a DC 13 Dexterity or reach 10ft., one target. Hit: Primary weapon damage is
Strength saving throw. variable according to Adaptive Defense, plus 2 (1d4)
acid damage
On a successful save, the creature can choose to be
pushed 5 feet back or to the side of the Flesh. A Tendril. Melee Weapon Attack: +5 to hit, reach 50 ft.,
creature that chooses not to be pushed suffers the one creature. Hit: The target is grappled (escape DC
consequences of a failed saving throw. 13) and takes 2 (1d4) acid damage. Until the grapple
ends, the target is restrained and has disadvantage on
On a failed save, the Flesh enters the creature's space, Strength checks and Strength saving throws, and the
or vice versa, and the creature takes 10 (3d6) acid Flesh can't use the same tendril on another target.
damage and is subsumed. The subsumed creature can't
breathe, is restrained, and takes 21 (6d6) acid damage Once a target is grappled, the tendril automatically
at the start of each of the Flesh's turns. When the cube retracts 20ft at the start of the Abberant Flesh's next
moves, the engulfed creature moves with it. turn and every turn thereafter.
An engulfed creature can try to escape by taking an Multiattack. The Abberant Flesh can make 1d4 attacks
action to make a DC 13 Strength check. On a success, on its turn. The first two attacks will be either
the creature escapes and enters a space of its choice Pseudopod Slam or Morphic Weapon. If you roll above
within 5 feet of the Flesh. Alternatively, a creature a 2, the remaining attack(s) will be with Tendril.
within 5 feet of the Flesh can take an action to pull a Pseudopod Shift. As a bonus action the Abberant Flesh
creature or object out of the Flesh. Doing so requires a can morph one of it's pseudopods into the shape of a
successful DC 13 Strength check, and the creature melee weapon that it has been hit with.
making the attempt takes 10 (3d6) acid damage.

No one has ever seen an Abberant Flesh smaller


than 15ft tall and around 1 ton in weight, for
though it is amorphous in nature, it's oozing mass
can be incredibly dense at will.
Those who try to examine this creature often do
not survive trying to obtain even the smallest
sample, for even after death the creature's flesh is
incredibly acidic.
Just one of these creature's can pose a
significant threat to a party, and thankfully they are
not often found in groups. However, if more than
one is found together, flee. For this means a Flesh
Horror awaits you.

2
Flesh Horror For example, if the Horror was hit with a greataxe, it
can morph one of it's pseudopods into the shape of a
Gargantuan abberation, unaligned
greataxe as a bonus action. When hit with this
Armor Class 18 (Natural Armour) pseudopod, it now does 2d12 slashing damage instead
Hit Points 434 (28d20 + 140)) of its Slam attack.
Speed 10ft. Legendary Resistance (3/Day). If the Flesh Horror fails a
saving throw, he can choose to succeed instead.
STR DEX CON INT WIS CHA Actions
20 (+5) 5 (-3) 20 (+5) 7 (-2) 14 (+2) 10 (0) Pseudopod Slam. Melee Weapon Attack: +7 to hit,
reach 15ft., one target. Hit: 18 (3d8 + 5) bludgeoning
Condition Immunities Frightened, Poisoned, Prone, damage, plus 7 (2d6) acid damage.
Grappled, Restrained, Stunned
Senses Darkvision 120ft., Passive Perception 12 Morphic Weapon. Melee Weapon Attack: +7 to hit,
Damage Immunities Bludgeoning, Slashing & Piercing reach 15ft., one target. Hit: Primary weapon damage is
from non-magical weapons, Acid, Poison, Psychic variable according to Adaptive Defense + 5, plus 7
Languages None (2d6) acid damage
Challenge 21 (33,00 XP) Tendril. Melee Weapon Attack: +7 to hit, reach 65 ft.,
one creature. Hit: The target is grappled (escape DC
Devouring Flesh. The Flesh Horror takes up its entire 15) and takes 7 (2d6) acid damage. Until the grapple
space. Other creatures can enter the space, or the ends, the target is restrained and has disadvantage on
Flesh can enter their's, but the creature that does so is Strength and Dexterity Checks and Saving Throws, and
subsumed by the Horror. the Horror can't use the same tendril on another target.
Whenever the Horror enters a creature's space, or vice Once a target is grappled, the tendril automatically
versa, the creature must make a DC 15 Dexterity or retracts 25ft at the start of the Horror's next turn and
Strength saving throw. every turn thereafter.
On a successful save, the creature can choose to be Multiattack. The Flesh Horror can make 1d6 attacks on
pushed 5 feet back or to the side of the Horror.
On a its turn. The first two attacks will be either Pseudopod
failed save, the Horror enters the creature's space, or Slam or Morphic Weapon, and the third and fourth will
vice versa, and the creature takes 14 (4d6) acid be with a Tendril. The DM can choose the fifth attack
damage and is subsumed. The subsumed creature can't and the sixth is a Flailing Crash.
breathe, is restrained, and takes 28 (8d6) acid damage Arcane Retaliation (Recharge 5-6). If an offensive spell is
at the start of each of the Horror's turns. When the cast at the Flesh Horror, it can use it's reaction to
cube moves, the engulfed creature moves with it. absorb half the damage. The Horror then sacrifices
An engulfed creature can try to escape by taking an 25HP to throw a ball of it's own flesh at a target within
action to make a DC 15 Strength check. On a success, 50ft. that deals the same amount of damage it
the creature escapes and enters a space of its choice absorbed.
within 5 feet of the Horror. Alternatively, a creature Horrific Mitosis. As an action, the Flesh Horror can
within 5 feet of the Horror can take an action to pull a separate itself into two Abberant Flesh who stand
creature or object out. Doing so requires a successful within 25ft of each other. HP is divided evenly, but all
DC 15 Strength check, and the creature making the other stats are of the Abberant Flesh.
attempt takes 14 (4d6) acid damage.
Putrid Miasma. Any creature within 60ft. of the Flesh Legendary Actions
must make a DC 16 Constitution Save or be The Flesh Horror can take 3 legendary actions,
overwhelemed by the smell of acidic rot. On a choosing from the options below. Only one legendary
successful save, nothing happens. On a failed save, the action option can be used at a time and only at the end
creature is poisoned for the next hour. The save can be of another creature’s turn. The Horror regains spent
made again at the beginning of every turn. Once a legendary actions at the start of its turn.
creature has saved against the Miasma, it cannot be
affected again for 24 hours. Retaliating Strike (1 Action). The Horror can make one
Abhorrent Appendages. The Flesh Horror can have up to Pseudopod Slam, Morphic Weapon, or Tendril attack.
three pseudopods and three tendrils on its body at Flailing Crash (2 Actions). The Horror whips all of it's
once. The tendrils can be attacked specifically (AC 10, appendages at once in a radius around it. +7 to hit,
HP 20, same resistances and immunites). reach 15ft., AoE. Hit: 14 (2d8 + 5) and are knocked
Destroying a tendril deals no damage to the Horror, back 15ft.
which can extrude a replacement tendril at the Abyssal Shriek (3 Actions). The Horror lets out a
beginning of it's next turn. A tendril can also be broken terrifying shriek that affects anyone in a 60ft radius.
if a creature takes an action and succeeds on a DC 15 Everyone within this radius must make a DC 15
Strength check against it. Wisdom Saving Throw or be frightened until the start
of the Horror's next turn.
Adaptive Defense. If the Horror is hit with a melee
weapon, the Flesh can shift it's own malleable
pseudopod and replicate the weapon. However, due to
it's size, it doubles the damage done. No matter the
weapon, the Strength modifier is used.
3

As you make your way deeper into the long forgotten Henach ruins you find the ornate
hallway before you give way to a black tar-like substance that covers the walls, floor,
even the ceiling. Your footsteps changing from the hard slap of stone to squelching
from the ooze that doesn't seem to want to let you go.
As time goes on, you notice that the wet slurping sounds are not just coming from your
steps. Something before you is also making the sound, accompanied by an inhuman
groan and the sound of moist thuds like meat hitting a butcher's block. You are not
alone.

The Flesh Horror's Lair



The Flesh Horror dwells within the Lair Actions


darkest caverns and sunken ruins,
anywhere where the sunlight has not On Initiative Count 20 (losing initiative ties), the Flesh Horror
touched in centuries. The inside of their takes a Lair Action to cause one of the following effects:
lairs are coated in a tar-like ooze and A pseudopod rises from the floor nearest each creature
accompanied by an overwhelming smell of and attempts to grapple them (Escape DC 15).
acidic decay. The air within is often humid The tar-like ooze that coats the lair thickens, causing all
and thick enough to leave a sour taste in surfaces to be difficult terrain. This does not effect the
the back of your throat. Flesh Horror.

The Flesh Horror can form 1d4 Oblex Spawn within 20ft.
Other abberations are drawn to the of any enemies. Once this lair action is used, it cannot be
Horror's lair, so it is not uncommon to used again until no more Oblex Spawn remain.
find Gibbering Mouthers, Otyughs, Grells
and Gazers within the outskirts of the Regional Effects
lair - along with more of the mundane All surfaces within one mile of the Flesh Horror's lair are
denizens who live within dark caves. covered in the black putrid ooze.

All natural flora has eitheir died or necrotised into black
husks of their former shape.
There may be, on the very rare occasion, Anything or anyone who has died within the lair will burn
even a cult that worships the Horror for way leave nothing but acid-marked bones within 1d4
it's grotesque power. These kinds of lairs weeks, should the body not be removed. All items left
will usually lack the other abberations, or within the ooze will also burn away unless magical in
at least have them caged for meals to nature.
offer to the Flesh Horror.

The Vestran Connection

The Abberant Flesh can be seen in some of the deeper levels of the Underdark upon the
mainland of Calon Tir. They dwell deep enough where even the Grey Dwarves and Deep
Gnomes only tell tales of these abominable creatures.

There was once a group of Abberant Flesh that were discovered under Meneldur while
they were expanding the Ancestor's Rest. It took an entire legion of Dread Heralds to
take the group down, and with heavy casualties. Why they were so close to the surface
is a mystery, but Clan Ogalthir watches vigilantly for any evidence of their return.

The highest concentration of Abberant Flesh dwells within the Grey Wastes, were
corruption and vile abberations are all too common. Deep within the Ruins of Eyraka
resides the Faceless Cult, who worship a Flesh Horror of incredible size.

The Faceless Cult worships Jubilex with their grotesque rites and rituals. Though
secretive and highly reclusive, you can tell a Faceless Cultist by their literal lack of
facial features. The Cult's initiation includes dipping your head in a vat of acid until
all features are melted and deformed.

For the Cult, deformity is a sign of piety and dedication to the Formless One. No
outsider knows the purpose of this cult, most do not even know that this cult exists.
However, the Cult has simple goals. To continue the work that the Sundering began:
The destruction of Calon Tir, and then of Vestra entirely. For the putrid radiance of
Jubilex to coat the world in his unholy ooze and let the world burn.

5
A note on the Flesh Horror
I have always been a fan of 'epic' play, with giving my players insane and fantastical
situations which will truly make them feel like a David against Goliath. This is what the
Flesh Horror should be. One epic fight at later levels with a definite resolution.
I would recommend, if you were to use the Flesh Horror, name it and bake it into your
world lore. Make it unique and use it once for maximum effect. Sure, there may be others
in the world, but I imagine this thing cropping up any more than once would be grueling
for your players and quickly turn into a slog. But, you know your players better than I do,
so do what you want!

A Thank you!
I also want to give a big thank you to the wonderful W. Lane and u/Naoura who have
helped me with these disgusting creatures. Y'all are the best!

Art Credits:
- Cover:
https://www.deviantart.com/scottpurdy/art/Cthulhu-
Tales-ShubNiggurath-736706126
- Abberant Flesh:
https://forgottenrealms.fandom.com/wiki/Juiblex?
file=Juiblex+4e.jpg
- Flesh Horror:
https://www.cbr.com/dungeons-and-
dragons-most-dangerous-powerful-
demons-ranked/
- The Vestran Connection:
https://www.dualmonitorbackgrounds.com/fantasy/magicalwasteland.jpg.php

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