Jungle Walker

Large aberration, unaligned

Armor Class

18 (natural armor)

Hit Points

135 (18d10+36)

Speed

0 ft., fly 35 ft. (hover)

Saves

Int +6, Wis +5, Cha +6

Damage Resistances

psychic; bludgeoning, piercing, and slashing damage from nonmagical weapons

Condition Immunities

charmed, deafened, frightened, grappled, prone

Senses

blindsight 60 ft., darkvision 60 ft.

Languages

-

Challenge

8

Frightful Presence

Each creature that can see the jungle walker at the start of its turn must succeed on a DC 12 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect early on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the jungle walker's Frightful Presence for the next 24 hours.

Actions

Multiattack

he jungle walker makes two attacks with its tendrils.

Tendril

Melee Weapon Attack: +5 to hit, reach 10 ft., one creature. Hit: 8 (2d4+3) slashing damage plus an additional 7 (2d6) psychic damage.

Deafening Chimes

The jungle walker's piping wail reaches excruciating levels for a brief moment. Each creature within 30 feet of the jungle-walker who can hear it must succeed on a DC 14 Wisdom saving throw or take 10 (3d6) psychic damage on a failed save, or half as much damage on a successful one.

Legendary actions

Legendary Actions (3)

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

Possess Jungle

The jungle walker makes a tendril attack against an enemy within 120 feet of it, possessing mundane a mundane plant.

Discordant Pulse (Costs 2 Actions)

The jungle walker makes its Deafening Chimes action, though creatures make their saving throw with advantage.