Huge aberration, Chaotic Evil
| Armor Class | 12 |
|---|---|
| Hit Points | 95 (10d12 + 30) |
| Speed | 30 ft., climb 30 ft. |
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 21 (+5) | 14 (+2) | 17 (+3) | 7 (-2) | 13 (+1) | 5 (-3) |
| Saving Throws | Dex +5, Str +8 |
|---|---|
| Skills | — |
| Damage Vulnerabilities | — |
| Damage Resistances | — |
| Damage Immunities | — |
| Condition Immunities | blinded; prone |
| Senses | blindsight 60 ft. (can't see beyond this radius), passive Perception 11 |
| Languages | understands all but can't speak |
| Challenge | 7 |
The flesh meld can move through a space as narrow as 1 inch without squeezing.
At the start of each of the flesh meld's turns, each creature within 5 feet of it must succeed on a DC 15 Constitution saving throw or take 3 (1d6) necrotic damage and have the poisoned condition until the start of the flesh meld's next turn.
The flesh meld has advantage on saving throws against spells and other magical effects.
The flesh meld can climb difficult surfaces, including ceilings, without needing to make an ability check.
The flesh meld makes two Bite attacks.
Melee Attack Roll: +8 to hit, reach 30 ft., one target. Hit: 16 (2d10 + 5) piercing damage, and if the target is a Large or smaller creature, it has the grappled condition (escape DC 15) and is pulled up to 15 feet toward the flesh meld.