Large Aberration, Chaotic Evil
Armor Class 15 (natural armor)
Hit Points 114 (12d10 + 48)
Speed 40 ft., Swim 40 ft., Burrow 40 ft., Climb 40 ft.
STR
23 (+6)
DEX
14 (+2)
CON
18 (+4)
INT
8 (-1)
WIS
13 (+1)
CHA
7 (-2)
Skills Perception +7
Damage Resistances Acid
Damage Immunities Poison
Condition Immunities Charmed, Poisoned
Senses Blindsight 60 ft., Darkvision 60 ft., Tremorsense 60 ft., Passive Perception 14
Languages Understands Deep Speech but can't speak
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Traits

Amphibious. The crack claw can breathe air and water.

Confusing Gaze. When a creature starts its turn within 30 feet of the crack claw and is able to see the crack claw’s eyes, the crack claw can magically force it to make a DC 15 Charisma saving throw, unless the crack claw is incapacitated. Other crack claws are immune to the effect of this ability.

On a failed saving throw, the creature can’t take reactions until the start of its next turn and rolls a d8 to determine what it does during that turn. On a 1 to 4, the creature does nothing. On a 5 or 6, the creature takes no action but uses all its movement to move in a random direction. On a 7 or 8, the creature immediately makes one melee attack against a random creature, or it does nothing if no creature is within reach.

Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can’t see the crack claw until the start of its next turn, when it can avert its eyes again. If the creature looks at the crack claw in the meantime, it must immediately make the save.

Sense Magic. The crack claw senses magic within 120 feet of it. This trait otherwise works like the detect magic spell but isn't itself magical.

Tunneler. The crack claw can burrow through solid rock at half its burrowing speed and leaves a 5 foot-wide, 8-foot-high tunnel in its wake.

Actions

Multiattack. The crack claw makes two pincer attacks. If the crack claw is grappling a creature, the crack claw can also use its tentacles once.

Pincer. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage. The target is grappled (escape DC 15) if it is a Large or smaller creature and the crack claw doesn't have two other creatures grappled.

Tentacles. One creature grappled by the crack claw must succeed on a DC 15 Constitution saving throw or be poisoned for 1 minute. Until this poison ends, the target is paralyzed. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

TaAj88

Comments

Posts Quoted:
Reply
Clear All Quotes