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Infernal Jetsam




A shambling mockery, the infernal jetsam is a collection of mismatched bones cobbled together into a humanoid shape. One might have a deer skull of a head, the next an orc's cranium; and the one after that a clutch of small bird skulls. Over the ghastly bric-a-brac is a lair of clotted, red ooze covered in scab-like patches that hold it all together. Many scholars liken these malformations to zombies and this is a very apt comparison. They have little intelligence of their own and exist only to serve the infernal flotsam.




Infernal Jetsam

Medium ooze, Chaotic evil

Armor Class 8

Hit Points 55 (10d8 + 10)

Speed 30ft

Str 14 Dex 6 Con 12 Int 2 Wis 6 Cha 5

Damage Vulnerabilities cold

Damage Resistances acid; bludgeoning, piercing, and slashing from nonmagical attacks

Damage Immunities fire

Condition Immunities blinded, charmed, deafened, exhaustion, frightened, prone

Senses blindsight 30 ft., passive Perception 8

Languages -

Challenge 3 (700 XP)

Amorphous.

The ooze can move through a space as narrow as 1 inch wide without squeezing.

Infernal Fortitude.

If damage reduces the ooze to 0 hit points, it must make a Constitution saving throw with a DC of 5+the damage taken, unless the damage is cold or from a critical hit. On a success, the infernal jetsam drops to 1 hit point instead

Spider Climb.

The infernal jetsam can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Actions

Multiattack.

The infernal jetsam makes two pseudopod attacks as one action

Pseudopod.

Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit: 5 (1d6+2) bludgeoning damage and 7 (2d6) fire damage.

Manifest Gore (Recharge 5-6)

The infernal jetsam manifests chunks of bone, meat and other viscera floating within it. All creatures that can see it within 10ft must succeed on a DC 11 Wisdom save or be Frightened until the end of their next turn.

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