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Glorp Ghost Pirate

From Legends of Kern

Glorp Ghost Pirate

Huge undead [glorp], usually chaotic
Armor Class 10
Hit Points 342
Speed 40 ft., fly 80 ft.

STR 25 (+7)    DEX 26 (+8)    CON 24 (+7)
INT 17 (+3)    WIS 15 (+2)    CHA 19 (+4)

Saving Throws Str +12, Dex +13, Proficiency Bonus +5
Skills Acrobatics +12, Athletics +13, Insight +7, Perception +7
Damage Vulnerabilities Thunder
Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Prone, Restrained
Senses Passive Perception 17
Languages Understands common but cannot speak
Challenge 17 (18,000 XP)

Legendary Resistance (3/day). If the glorp fails a saving throw, it can choose to succeed instead.

Incorporeal Movement. The glorp can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.

Acidic Body. Any creature hostile to the glorp that makes contact with it takes 2d6 Acid damage.

Gelatinous Form. The glorp can use an action to cast either the Alter Self or Enlarge/Reduce spell on itself only, requiring no concentration and no verbal, somatic, or material components. Once it has cast two of either of these spells in this way, it cannot cast another until it finishes a long rest.

Pack Tactics. The glorp has Advantage on an attack roll against a creature if at least one of the glorp's allies is within 5 feet of the creature and the ally doesn't have the Incapacitated condition.

Unusual Nature. The glorp does not require air, drink, food, or sleep.

Gelatinous Vulnerabilities. The glorp is not capable of swimming. If it enters a body of water, it sinks straight to the bottom, and can only traverse it by walking.

Actions

Multiattack. The glorp makes two attacks, choosing between Pseudopod and Slime Cannon in any combination.

Pseudopod. Melee Weapon Attack: +12 to hit, one target. Hit: 4d8+7 bludgeoning damage plus 2d8 Acid damage, and the target's speed is halved until the start of the glorp's next turn. The glorp's dominant appendage morphs into the shape of a scimitar.

Slime Cannon. Ranged Weapon Attack: +13 to hit, range 100/400 ft., one target. Hit: 4d12+8 Acid damage and the target must succeed on a DC 20 Dexterity saving throw or become prone.
Legendary Actions

The glorp ghost pirate can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The glorp ghost pirate regains spent legendary actions at the start of its turn.

Attack. The glorp ghost pirate makes either a Pseudopod or Slime Cannon attack.

Detect. The glorp ghost pirate makes a Wisdom (Perception) check.

Consume Soul (Costs 2 Actions). The glorp ghost pirate attempts to drain the lifeforce of a creature that is on the verge of death. If the glorp is within 30 feet of a target that has fewer than 20 hit points, it can use an action to attempt to consume that target's soul. That creature must succeed on a DC 18 Constitution saving throw or drop to 0 hit points, and the glorp regains hit points equal to the amount the target had.