Flesh Mound
A hero in possession of Elisabeth's amber shard from the Master Suite can use a maneuver to present Elisabeth's amber shard, speak the name "Walter", and give a brief command. The creature makes a Presence test. On a tier 3 result, the flesh mound must use their triggered action, if available, to follow the command, provided it is not directly harmful to the flesh mound. On a tier 2 result, the flesh mound must use their triggered action to follow the command, but can make a free strike at the creature giving the command before they do so. On a tier 1 result, the flesh mound does not follow the command and is enraged, attacking the creature who presented the amber shard at the earliest possible opportunity.
Flesh Mound
| Undead, Flesh Mound | Level 1 Solo |
| EV 36 |
| Size | Speed | Stamina | Stability | Free Strike |
|---|---|---|---|---|
| 2 | 3 | 200 | 4 | 5 |
| Immunity — | Weakness — |
| Movement — |
| Might | Agility | Reason | Intuition | Presence |
|---|---|---|---|---|
| +3 | -1 | +0 | -1 | +0 |
| Solo Monster |
| End Effect: At the end of each of their turns, the flesh mound can take 10 damage to end one effect on them that can be ended by a saving throw. This damage can't be reduced in any way. |
| Solo Turns: The flesh mound can take two turns each round. They can't take turns consecutively. |
| Engulfing Sac |
| The flesh mound has a digestive sack on their body where they carry engulfed creatures. The sack has 30 Stamina, damage immunity 5, and holy weakness 10. Destroying the sack frees creatures trapped by the flesh mound's Engulf ability. The flesh mound regrows a destroyed sack at the start of their next turn. |
| Mother's Memory |
| A creature within 5 squares of the flesh mound can use a maneuver to hum or sing "Waltz for Klara". The flesh mound exposes its heart and can't use its Frenzy Lash malice feature this round. Abilities targeting the flesh mound gain an edge until the end of the round. |
| Tentacle Lash 2d10+3 | Signature Ability |
| Melee, Strike, Weapon | Main Action |
| Melee 5 | Two creatures or objects |
| ≤ 11: 8 damage; A < 1 grabbed |
| 12-16: 11 damage; A < 2 grabbed |
| 17+: 13 damage; grabbed |
| (2 Malice): The flesh mound can slide each target up to 5 squares. |
| (3 Malice): Each target takes 5 acid damage. |
| Seismic Slam 2d10+3 | |
| Area, Weapon | Main Action |
| 5 burst | Each enemy in the area |
| ≤ 11: 3 damage; M < 1 dazed (save ends) |
| 12-16: 4 damage; M < 2 dazed (save ends) |
| 17+: 5 damage; M < 3 dazed (save ends) |
| Engulf (2 Malice) | |
| Melee | Main Action |
| Melee 5 | One creature or object |
| Effect: The target must be size 1L or smaller. The flesh mound reaches out, and if the target has A < 1, they are engulfed into the flesh mound's sack. If the target is grabbed by the flesh mound, the potency increases by 1. An engulfed creature is restrained, takes 3 acid damage at the start of each turn, and can't take damage from abilities used from outside the sack. When the flesh mound moves, the engulfed creature moves with them. If the flesh mound dies or their sack is destroyed, each engulfed creature is freed and appears in an unoccupied space within 2 squares of the flesh mound. |
| (2+ Malice): The flesh mound can engulf one additional target for each 2 Malice spent. |
| Digest | |
| — | Maneuver |
| Self | Self |
| Effect: Each creature engulfed by the flesh mound takes 5 acid damage. The flesh mound gains 5 temporary Stamina for each creature who takes damage this way. |
| Tether Down 2d10+3 | |
| Melee | Triggered Action |
| Melee 5 | The triggering creature |
| Trigger: A creature within distance willingly moves. |
| ≤ 11: 5 damage; M < 0 restrained (EoT) |
| 12-16: 8 damage; M < 1 restrained (EoT) |
| 17+: 10 damage; M < 2 restrained (EoT) |
| Frothing Viscera |
| The area within 2 squares of the flesh mound is difficult terrain. |
| Ravenous Maw 2d10+3 | Villain Action 1 |
| Area, Weapon | |
| 10 x 2 line within 1 | Each creature in the area |
| ≤ 11: 5 damage; pull 2 |
| 12-16: 8 damage; pull 3; the target has acid weakness 2 until the end of the encounter |
| 17+: 10 damage; pull 5; the target has acid weakness 4 until the end of the encounter |
| Insatiable Hunger | Villain Action 2 |
| Melee | |
| Melee 5 | Each enemy |
| Effect: The flesh mound uses Engulf against each target without spending Malice. |
| Exposed Heart | Villain Action 3 |
| Melee | |
| Self | Self |
| Effect: The flesh mound rips themself apart, exposing the crux of magic holding them together. The distance of the flesh mound's melee abilities increases to melee 10, the flesh mound has a double edge on power rolls, and strikes made against them gain an edge. |
Flesh Mound Malice
At the start of any flesh mound's turn, you can spend malice to activate one of the following features.
| Barbed Tentacles (3 Malice) |
| Teeth erupt from the flesh mound's tentacles. The next time they use their Tentacle Lash ability before the end of their next turn, they deal an extra 5 acid damage to each target. |
| Frenzy Lash (5 Malice) |
| The flesh mound lashes out at each enemy within 10 squares of them, driving them back or into the air. Each target makes an Agility test. |
| ≤ 11: 5 damage; push 6 or vertical push 3; restrained (save ends) |
| 12-16: 4 damage; push 4 or vertical push 2 |
| 17+: 2 damage |
| Solo Action (5 Malice) |
| The flesh mound takes an additional main action on their turn. They can use this feature even if they are dazed |
| Leeching Juices (7 Malice) |
| Until the end of the flesh mound's next turn, the ground within 10 squares of them is difficult terrain for enemies, and any enemy in the area takes a bane on power rolls. Any enemy who starts their turn in the area takes 3 acid damage, and the flesh mound regains an equal amount of Stamina. |