Omensense. The abductor is attracted to those who fall to more negative alignments, as well as those who harbor negative emotions such as sadness or fear and it may stalk them until it has an opportunity to strike. It is able to sense these emotions if it is within 1 kilometer (1000 ft) of a creature. Creatures in this range must make a DC 18 Charisma saving throw upon entering the abductors "range". On a failure, the abductor knows their general direction and may decide to go in said direction to find the target(s). On a success, the abductor does not sense them and nothing happens.
Ambusher. If the abductor uses 'Call of the Void' on a creature unaware of the abductor and its position, it makes the saving throw at disadvantage. Additionally, the abductor has advantage on all attacks against [Tooltip Not Found] creatures.
Multiattack. The abductor makes two attacks: one with its claws and one to constrict with its tendrils. It can use Faze, Silent Screech, or Call of the Void as a bonus action on its turn if it is charged.
Claws. Melee Weapon Attack: +7 to hit, reach 10ft., one target. Hit: 13 (3d6 + 4) slashing damage. If the target of this attack is restrained by the abductors tendrils, the attack is made at advantage.
Tendrils. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: (2d8 + 4) bludgeoning damage. If the attack hits, the target must make a DC 15 Strength saving throw. On a failure, they are grappled. When grappled in this manner, they are also restrained. The target can use its action to attempt at the saving throw again. On a success, they are not grappled, and are able to squeeze out after being hit.
Faze (Recharge 7-8). The abductor seems to shift in and out of reality, disappearing and reappearing and quickly shifting from side to side within the space it occupies. For the purposes of this ability, the abductor has effectively cast blur on itself, but for two rounds, and without needing concentration. Only after the two rounds can you roll to recharge this ability.
Silent Screech (Recharge 7-8). The abductor rears back and screams a silent scream in a 60-foot cone. This area now counts as a zone of silence, as if from the spell, silence.
Call of the Void (Recharge 7-8). The abductor sets its gaze upon a creature and mutters under its breath. A creature within 90 feet of the abductor must make a DC 15 Wisdom saving throw. On a failure, the creature is charmed, and the effect causes them to then use their full movement to approach the abductor. If the creature takes damage the creature is no longer charmed. A creature can retry this saving throw at the end of its turns. On continuous fails, the creature continues walking in the direction of the abductor. The affected creature is clearly in a dazed state upon close inspection.
Hyper Aggressive. As a reaction, the abductor can move up to its full movement in a flash, as long as it is in the direction of a living creature it can see. It can use this reaction any time, even during its own turn.
Description
"It was an ambush. That much should have been clear. Joanne walked off like it was nothing on our hike. I had no idea what horror would suddenly arrive. In but a flash a huge creature was upon her. It grabbed her, and immediately made off into the forest. I can't even describe it well since it happened so fast, it.. it had arms... but also tentacles for legs? I remember seeing its eyes, a bright glowing orange, thank the gods it didn't catch of glimpse of me, as i instinctively crouched behind a patch of brush when i saw it, or it may have taken me too..."
"Ma'am, according to what you're telling me, as well as multiple other report we've gotten, I believe what you saw was a creature we call ...an "Abductor.""
Nature
The Abductor is above all, an ambusher. It wanders swamps and deep caves until it senses a creature harboring negative emotions within its range, and then immediately and swiftly heads in said direction. The stronger the emotion, the faster the abductor will go. When it draws close, it slows down and begins to stalk its soon to be prey. It will try lure its prey over and carry it to a safer spot of possible, and will fight if needed. It will however run, if it does think it is going to die. Abductors are...surprisingly intelligent, actively picking off weaker targets when possible and knowing when to back away if something is wrong. Despite being more or less apex predators, as they are solitary, they know when they are outmatched.
Research also dictates that the creature originated from the out planes, but that theory is yet to be actually proved.
Appearance
The Abductor appears as a huge somewhat humanoid creature, but it has tentacle like legs that make it move like how an octopus does on the sea-floor. These legs are extremely muscular and fully prehensile. It has long arms that end with 5 fingered hands with long and sharp claws. Their upper bodies are covered in boney like plate, which if scavenged could theoretically be made into a form of bone platemail. It has a pair of bright orange eyes that are reflective against light, and appears to have another pair of eyes behind the first pair, but they are faux.
(found the image while looking up creatures from shows ive watched, thought it was cool so i made this)
AAAAAAAAAAAAAAAAAAAA I am never going to the lake again AAAAAAAAAAAAAAAAAAAAAAAAa
What is the [tooltip-not-found] creatures?
im pretty sure its "frightened" i probrably mispelled it and then posted it. its funny to see stuff from so long ago, ive made so much since then, and boy is it better! not that ive posted most of it, sadly