Large aberration, Chaotic Neutral
| Armor Class | 14 (natural armor) |
|---|---|
| Hit Points | 143 (22d10 + 22) |
| Speed | 10 ft., fly 30 ft. |
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 19 (+4) | 15 (+2) | 12 (+1) | 18 (+4) | 13 (+1) | 11 (+0) |
| Saving Throws | — |
|---|---|
| Skills | Stealth +6 |
| Damage Vulnerabilities | — |
| Damage Resistances | necrotic; poison; psychic |
| Damage Immunities | — |
| Condition Immunities | exhaustion; poisoned |
| Senses | darkvision 60 ft., passive Perception 11 |
| Languages | Deep Speech, telepathy 60 ft., Undercommon |
| Challenge | 10 |
If the mutate is subjected to an effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
While in bright light, the mutate has disadvantage on attack rolls.
The mutate makes one Corpse Swipe attack and two Tail attacks, or it makes four Tail attacks.
Melee Attack Roll: +8 to hit, reach 5 ft., one target. Hit: 20 (3d10 + 4) bludgeoning damage. If the target is a creature, it must succeed on a DC 16 Constitution saving throw or have the poisoned condition for 1 minute. While poisoned in this way, a creature can't regain hit points.
Melee Attack Roll: +8 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) slashing damage.