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Chemystral ~ CR 12

This massive undulating chemical ooze shimmers in hues of blues, greens, pinks, and purples. It’s large amorphous form throbs and wobbles as it alters its composition constantly to adapt to its surrounding environments. Everything the blob touches dissolves quickly within its form. The distinct smell of bile and stomach acids surround it.

Environment: Any (-)

Organization: 1


Proficiency Score: +13

Large; Neutral/Neutral; ooze


Armor Class: 20 (-2 Dex, -1 Size, +13 Proficiency)

Hit Points: 195 (13d10+65)

Speed: 30 feet, Fly 30 feet, Climb 30 feet

Initiative: -2


STRDEXCONINTWISCHA
18 (+4)7 (–2)20 (+5)1 (–5)6 (–2)2 (–4)

Saves: 

  • Reflex -2
  • Fortitude +18
  • Will +4

Skills: none

Immunities:

  • Effects with the bludgeoning, piercing, psychic, slashing tags
  • Blinded, Deafened, Fascinated, Fatigued, Fleeing, Frightened, Prone

Resistances:

  • 10 against effects with the acid, electricity, fire, force, negative, positive, poison, psychic tags

Weaknesses:

  • Effects with the cold tags

Senses: Passive Perception 8; Blindsense 60 feet

Languages: none


Amorphous. A Chemystral can move through a space as narrow as one inch wide without squeezing.

Legendary Actions (1). A Chemystral can use one extra action per round. This action can be spent at any point in the round directly after a creature’s turn ends and another begins.

Reaction (acid, fire, electricity, negative, positive). When a Chemystral takes damage from the listed tags it reactions differently than expected. It takes on elemental properties which change the tags of its Spray and Engulf actions.

  • Acid: On a hit, the target takes 4d6 Persistent Damage with the acid tag.
  • Fire: On a hit, the target takes 4d6 Persistent Damage with the fire tag.
  • Lightning: On a hit, the target is inflicted with the Slowed 2 Condition.
  • Negative: On a hit, the Chemystral regains hit points equal to the damage dealt.
  • Poison: On a hit, the target is inflicted with the Sick 2 Condition.

Regeneration (25, cold or sonic). A Chemystral heals 25 hit points per round, at the beginning of its turn, and cannot die as long as this is still functioning. This does not prevent a Chemystral from gaining the Unconscious condition should its hit points reach 0. If a Chemystral takes damage with the cold or sonic tag, this ability stops functioning for a round. During this round, a Chemystral cannot heal damage through Regeneration and can die normally. Attack forms that do not deal hit point damage are not healed by regeneration. Regeneration also does not restore hit points lost from starvation, thirst, or suffocation. A Chemystral can regrow lost portions of their bodies and can reattach severed limbs or body parts if they are brought together within 1 hour of severing. Severed parts that are not reattached wither and decay normally.

Vulnerability (cold, Slowed 2). The Chemystral becomes gains the listed condition, when it takes damage with the listed tag until it succeeds a Fortitude Save with a DC 15 + tagged damage dealt. While it is affected by vulnerability it loses all immunities to damage tags. It gains weakness to effects with the cold tags. Vulnerability ends if the Chemystral takes over 30 damage with any of its original immunities to damage tags.

Actions

Engulf. As a Double Action, a Chemystral can move up to its speed. While doing so, it can enter the space of a creature whose size is the same or smaller than the Chemystral. Whenever the Chemystral enters another creatures space while using Engulf, the other creature must make a DC 28 Reflex save. On a success, the creature can choose to be pushed out of the Chemystral’s space. If they choose not to be pushed, they take the consequences of a failed save. On a failed save, the Chemystral enters the creature’s space and deals 8d8+5 acid damage. The engulfed creature cannot breathe, it is inflicted with the Immobile Condition, continues to take the initial damage each round, and gains the Covered Condition. Any engulfed creatures are moved with the Chemystral. An engulfed creature can attempt a DC 28 Athletics check to get out from the Chemystral and remove the Immobile condition. The Chemystral can only hold up to a number and size of creatures which is total its own size.

Spray (30-foot cone). Ranged Attack DC 28 Reflex Save with 14d6+5 acid damage.

Equipment

  • None