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The Twisted One

This was an encounter in my Legacy of the Patriarchs campaign. The party had previously encountered a gibbering mouther (pic above). This was something more.

Twisted One

Large aberration, neutral

Armor Class 16 (Natural Armor)

Hit Points 76 (9d8+36)

Speed 40 ft., swim 60 ft.

STR 18 (+4)

DEX 15 (+2)

CON 18 (+4)

INT 2 (-4)

WIS 13 (+1)

CHA 8 (-1)

Saving Throws Dex +5, Wis +4, Cha +2

Damage Resistance Cold, Fire, Lightning; Bludgeoning, Piercing, and Slashing From Nonmagical Attacks

Damage Immunities Poison

Condition Immunities Poisoned, Prone

Senses Darkvision 120 Ft., passive Perception 11

Languages a twisted one speaks whatever languages it knew before its transformation

Challenge 8(3,900 XP)

Gibbering. The twisted one babbles incoherently while it can see any creature and isn't incapacitated. Each creature that starts its turn within 20 feet of the twisted one and can hear the gibbering must succeed on a DC 10 Wisdom saving throw. On a failure, the creature can't take reactions until the start of its next turn and rolls a d8 to determine what it does during its turn. On a 1 to 4, the creature does nothing. On a 5 or 6, the creature takes no action or bonus action and uses all its movement to move in a randomly determined direction. On a 7 or 8, the creature makes a melee attack against a randomly determined creature within its reach or does nothing if it can't make such an attack.

Magic Resistance. The twisted one has advantage on saving throws against spells and other magical effects.

Persistent Shifting. The twisted one’s body is continually shifting making it immune to polymorph and any other effect that changes its form.

Regeneration. The twisted one regains 6 hit points at the start of its turn if it has at least 1 hit. point.

Sludge Sight. The Twisted one can perceive any point of its lair that is covered in sludge


Multiattack. The twisted one makes two shifting attacks and, if it can, uses its Blinding Spittle

Shifting Attack. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: (1d6 + 4) bludgeoning, piercing, or slashing damage. The twisted one’s continually shifting form creates different weapons each round. Roll a d6 to determine the form of each attack. 1-2: bite (Piercing), 3-4: claws (slashing), 5-6: bony club (bludgeoning)

Blinding Spittle (Recharge 5-6). The twisted one spits a chemical glob at a point it can see within 15 feet of it. The glob explodes in a blinding flash of light on impact. Each creature within 5 feet of the flash must succeed on a DC 16 Dexterity saving throw or be blinded until the end of the twisted one's next turn.

Stunning Screech (1/Day). The twisted one emits a horrific screech. Each creature within 20 feet of it that can hear it must succeed on a DC 16 Constitution saving throw or be stunned until the end of the twisted one's next turn.


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

Detect. The twisted one makes a Wisdom (Perception) check.

Sludge Shift. The twisted one melts into the sludge of its lair and reappears in any unoccupied space covered by sludge

Sludge weapon. The sludge in the lair shifts allowing the twisted one to make one shift attack against any target within 10 ft. of the sludge.


Shifting Sludge. The unworked caverns within the twisted one’s lair are coated in a thick sludge of discarded flesh. This sludge drips from the ceiling, clings to the walls, and covers the ground. The sludge counts as difficult terrain.

When fighting inside its lair, the twisted one can invoke the ambient magic to take lair actions. On initiative count 20 (losing initiative ties), the twisted one takes a lair action to cause one of the following effects:

Grasping Sludge. The sludge within 120 feet of the twisted one sprouts grasping appendages until initiative count 20 on the round after next. Each creature of the twisted one's choice that starts its turn within the area must succeed on a DC 16 Dexterity saving throw or be grappled. Escaping requires a successful DC 15 Strength (Athletics) or Dexterity (Acrobatics) check.

Spores. The sludge erupts in a cloud of spores in a 20-foot-radius sphere centered on a point the twisted one can see within 120 feet of it. The sphere spreads around corners, and its area is lightly obscured. It lasts until initiative count 20 on the next round. Each creature that starts its turn in the cloud must succeed on a DC 16 Constitution saving throw or be poisoned until the end of its turn. While poisoned in this way, a creature is incapacitated.

Acid seep. The sludge in the twisted one's lair begins to seep acid. All creatures within 120 feet of the twisted one must succeed on a DC 16 Constitution saving throw, taking 4 (1d8) acid damage on a failed save, or half as much damage on a successful one.

About the Author:

Stephen Mayo lives in Montana with his wife, daughter, and three cats.

You can keep in touch with him on Facebook and Twitter. If you enjoyed reading this consider buying him a coffee or supporting him on Patreon.


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