b'Living Lake \n'b'  Gargantuan   ooze ,  neutral (50%) ,  neutral good (25%), or neutral evil (25%)  \n'b'  Armor Class  14 (natural armor)  Hit Points  495 (30d20 + 180)  Speed  20 ft., swim 30 ft.\n'b' STATS STR: 27 (+8) DEX:  10 (+0)  CON:  23 (+6)  INT:  18 (+4)  WIS:  12 (+1)  CHA:  14 (+2)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Saving Throws   Con  +13,  Int  +10,  Wis  +8  Skills   History  +10,  Insight  +8,  Religion  +10  Damage Immunities  acid, cold, lightning  Condition Immunities   blinded ,  charmed ,  deafened ,  exhaustion ,  frightened ,  prone   Senses  blindsight 120 ft. (blind beyond this radius), passive  Perception  11  Languages  Aquan, Common, Sylvan  Challenge  22 (41,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b'  False Appearance . While the living lake remains motionless, it is indistinguishable from an ordinary lake or other large body of water. \n'b'  Legendary Resistance (3/day) . If the living lake fails a saving throw, it can choose to succeed instead. \n'b'  Ooze Nature . The living lake doesn\xe2\x80\x99t require  sleep . \n'b'  Spellcasting . The living lake is an 18th-level spellcaster. Its spellcasting ability is  Intelligence  (spell save DC 19, +11 to hit with spell attacks). The living lake has the following  druid  spells prepared:\n'b'\n'b'\n'b'  Cantrips (at will) : druidcraft,  guidance ,  mending , thorn whip \n'b'  1st level (4 slots) :  create or destroy water ,  cure wounds ,  entangle ,  fog cloud ,  speak with animals  \n'b'  2nd level (3 slots) :  animal messenger , beast sense,  gust of wind ,  spike growth  \n'b'  3rd level (3 slots) :  call lightning ,  sleet storm ,  water breathing  \n'b'  4th level (3 slots) :  blight ,  control water ,  dominate beast  \n'b'  5th level (3 slots) :  conjure elemental ,  insect plague ,  scrying  \n'b'  6th level (1 slot) :  wall of thorns  \n'b'  7th level (1 slot) :  fire storm  \n'b'  8th level (1 slot) :  control weather  \n'b'  9th level (1 slot) :  storm of vengeance  \n'b'\n'b' ACTIONS \n'b'\n'b'  Multiattack . The living lake makes two Pseudopod attacks and one Grasping Tendrils  attack . It can use its Engulf in place of the Grasping Tendrils  attack . \n'b'  Pseudopod .  Melee Weapon Attack : +15 to hit, reach 30 ft., one target.  Hit : 15 (2d6 + 8) bludgeoning damage plus 10 (3d6) acid damage. \n'b'  Grasping Tendrils .  Melee Weapon Attack : +15 to hit, reach 10 ft., one Huge or smaller creature.  Hit : 21 (6d6) acid damage, and the target is  grappled  (escape DC 15). Until this grapple ends, the target is  restrained . \n'b'  Engulf . The living lake makes one Grasping Tendrils  attack  against one Large or smaller target it is grappling. If the  attack  hits, the target is also engulfed, and the grapple ends. The engulfed target is  blinded ,  restrained , and unable to breathe, and it must succeed on a DC 21  Constitution  saving throw at the start of each of the living lake\xe2\x80\x99s turns or take 28 (8d6) acid damage. If the living lake moves, the engulfed target moves with it. The living lake can have only four creatures engulfed at a time. An engulfed creature can try to escape by taking an action to make a DC 23  Strength  check. On a success, the creature escapes and enters a space of its choice within five feet of the living lake. A creature within five feet of the living lake can take an action to pull a creature or object out of the living lake. Doing so requires a successful DC 23  Strength  check, and the creature making the attempt takes 14 (4d6) acid damage. \n'b'\n'b' LEGENDARY ACTIONS \n'b' The living lake can take three 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\xe2\x80\x99s turn. The living lake regains spent legendary actions at the start of its turn. \n'b'\n'b'  Cantrip . The living lake casts a cantrip. \n'b'  Pseudopod . The living lake makes a Pseudopod  attack . \n'b'  Protoplasm Splash (costs 2 actions) . The living lake splashes bits of its protoplasm onto nearby creatures. If the living lake is good, each creature within 20 feet of it regains 14 (4d6)  hit points . If the living lake is evil, each creature within 20 feet of it must make a DC 21  Dexterity  saving throw, taking 21 (6d6) acid damage on a failed save, or half as much damage on a successful one. If the living lake is neutral, it chooses each day whether its Protoplasm Splash heals or harms nearby creatures. \n'b'  Cast a Spell (costs 3 actions) . The living lake casts a spell from its list of prepared spells, using a spell slot as normal. \n'b'\n'b' ABOUT \n'b' That\xe2\x80\x99s a lot of ooze. Living lakes are pools of a single ooze large enough to be thought of as a lake. They are translucent, and their bodies, if the mass of this ooze can be thought of as a body, are far more fluid-like than that of other oozes. They fill depressions, sometimes on the surface, and feed on thirsty creatures that come by. While their main attack is to form a wave in their body and engulf prey, living lakes are also intelligent and can cast a wide range of spells to lure prey, fend of attackers, and disguise their true nature.'