When a particularly powerful will-o’-wisp consumes the life force of a dying shambling mound, it can merge itself with the mound’s mass. It absorbs nearby detritus, growing rapidly, until it becomes a boghemoth.
Harvesting Clay. As part of a long rest, if you have proficiency with potter’s tools, you can use your tools to combine a boghemoth’s remains and 100 gp in additional materials to create 1d4 lightning tablets. As a bonus action, you can break a tablet over a weapon. It deals an extra 1d4 lightning damage to any target it hits for the next minute.
Harvesting Wood. As part of a long rest, if you have proficiency with woodcarver’s tools, you can use your tools to combine a boghemoth’s remains and 200 gp in additional materials to create 1d4 flashballs. As an action, you can throw a flashball up to 60 feet, and the flashball explodes in a 10-foot-radius sphere. Each creature in that area must succeed on a DC 13 Constitution saving throw or be blinded until the start of your next turn.
Lairs. Boghemoth habitats have 3 (1d4 + 1) pools of conductive water that each cover a 10-foot-radius area. The area is difficult terrain for Medium or smaller creatures. If a creature is dealt lightning damage while inside the area, the pool deals 7 (2d6) lightning damage to each creature inside the area. A pool can deal this damage once per turn.
Boghemoth
Gargantuan Undead, Chaotic Evil
Armor Class 15 (natural armor)
Hit Points 159 (11d20 + 44)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
22 (+6) | 10 (+0) | 18 (+4) | 13 (+1) | 14 (+2) | 11 (+0) |
Saving Throws Str +9, Con +7
Damage Resistances cold, fire
Damage Immunities lightning, poison
Condition Immunities exhaustion, frightened, poisoned, unconscious
Senses darkvision 120 ft., passive Perception 12
Languages the languages it knew in life
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Lightning Absorption. Whenever the boghemoth is subjected to lightning damage, it takes no damage and regains a number of hit points equal to the lightning damage dealt.
Actions
Slam. Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 23 (5d6 + 6) bludgeoning damage.
Green Lightning. The boghemoth shoots lightning in a 30-foot line that is 5-feet wide. Each creature in that line must make a DC 13 Dexterity saving throw, taking 14 (4d6) lightning damage on a failed save, or half as much damage on a successful one.
Bonus Actions
Marshlight (Recharge 4-6). The boghemoth creates a flash of light at a point it can see within 30 feet. Each creature of the boghemoth’s choice that can see the light must make a DC 13 Wisdom saving throw. On a failed save the creature must immediately use its reaction, if available, to move as far as its speed allows towards the light. The creature doesn’t move into obviously dangerous ground, such as a fire or a pit.
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