Medium Aberration, Unaligned
Armor Class 17 (Natural Armor)
Hit Points 128 (27d8 + 5)
Speed 60 ft., Climb 60 ft.
STR
17 (+3)
DEX
15 (+2)
CON
13 (+1)
INT
3 (-4)
WIS
10 (+0)
CHA
3 (-4)
Saving Throws STR +6
Skills Athletics +3, Stealth +5
Senses Blindsight 60 ft. , Passive Perception 10
Languages --
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

Spearfisher. The caefisher can use its action to extend its tail up to 60 feet, passing through anything it its way (ignoring half and three-quarters cover). If the tail passes through a creature, they are grappled by the caefisher (escape DC 14), and ability checks made to escape the grapple have disadvantage. The tail can be attacked (AC 15, 5 hit points; immunity to nonmagical slashing, piercing, and bludgeoning damage), but a weapon that fails to destroy it also becomes grappled, requiring a DC 13 Strength check to pull free. Destroying the tail causes no damage to the caefisher, which can extend the tail again, fully healed, on its next turn. 

Tentacles. The caefisher can use its bonus action to grapple a creature within 5 feet of it. If the target has already been grappled by the caefisher's tail, it can be transferred to the tentacles without needing to make another grapple check. The caefisher can still take its movement action normally if it has a creature grappled in this manner.

 

Actions

Multiattack. The caefisher makes two attacks: one with its bite, and one with its bladed fins.

Bite. Melee Weapon Attack. +5 to hit, reach 5 ft., one target. Hit: 12 (2d6+5) piercing damage.

Bladed Fins. Melee Weapon Attack. +3 to hit, reach 5ft., one target. Hit: 10 (1d12+3) slashing and poison damage.

Reel. One creature grappled by the caefisher's tail must make a DC 14 Strength saving throw, provided that the target weighs 200 pounds or less. On a failure, the target is pulled into an unoccupied space within 5 feet of the caefisher, and the caefisher makes a bite attack against it as a bonus action. Reeling in the target releases anything else that was attached to the tail. Until the tail's grapple ends on the target, the caefisher can't extend its tail again.

Description

Illithid Abominations. Caefishers are the result of a failed mind flayer experiment that took place centuries ago. When the dubious alien beings attempted to join their tadpole with a now extinct sea creature, the caefisher was born. They escaped the mind flayer colony, taking up residence in any dark, dreary, or dank place they could find. Though they are still relatively unknown to the general populace, their numbers have grown substantially in recent years.

Bedevils of the Subterrain. The mysterious, ghost-like beings appear to be some sort of pale white mixture of an octopus and a manta ray. Their soft, almost childlike moans echo throughout the caves and canyons they haunt.

Attackers from Above. Caefishers typically attach themselves by the back to the roof of caves, or high up on canyon walls, where unsuspecting adventurers aren't likely to look. As soon as their targets are in range, they fire their ghastly tails at a blinding speed, reeling in their prey before they even have a chance to scream.

Habitat: MountainUnderdark

renjamin21

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