Amorphous. The atuikakura can move through a space as narrow as 1 ft wide without squeezing.
Collapse. At the start of each of its turns, the atuikakura can decide to collapse the collagens surrounding its' body, gaining a nearly liquid consistency. While an atuikakura is collapsed, it is immune to bludgeoning, slashing, and piercing damage and has advantage on Dexterity (Stealth) checks, but it cannot attack. An atuikakura can choose to decompress itself as a reaction, or at the start of each of its turns.
Multiattack. The atuikakura makes one bite attack, one slam attack, and two attacks with its tentacles.
Bite. Melee Weapon Attack: +13 to hit, reach 20 ft., 1 target. Hit: (3d6 + 8) piercing damage, and the target must make a DC 19 Constitution saving throw or take 2d6 poison damage and become blinded until the end of its next turn. On a successful save, a creature takes only half poison damage and is not blinded. If the atuikakura lands a bite attack against a creature it is grappling with its tentacles, it can immediately swallow the creature if it's size is Large or smaller. A swallowed creature is blinded and restrained, and takes 6d6 acid damage as well as 3d6 bludgeoning damage at the start of each of its' turns. If the atuikakura is collapsed, a swallowed creature instead takes 6d6 bludgeoning damage at the start of each of its turns. If the atuikakura takes more than 30 damage from a single source from inside it, it must make a DC 19 Constitution saving throw at the end of its next turn. On a failed save, it regurgitates all creatures it has swallowed, who exit prone in an unoccupied space adjacent to the atuikakura.
Slam. Melee Weapon Attack: +13 to hit, reach 20 ft., 1 target. Hit: (2d8+8) bludgeoning damage, and the target must make a DC 19 Constitution saving throw or take 2d6 poison damage and become blinded until the end of their next turn. On a successful save, a creature takes only half poison damage and is not blinded.
Tentacles. Melee Weapon Attack: +13 to hit, reach 20 ft., 1 target. Hit: (2d6+ 8) bludgeoning damage and the target must make a DC 19 Constitution saving throw or take 2d6 poison damage and become blinded until the end of their next turn. On a successful save, a creature takes only half poison damage and is not blinded. In addition, a creature hit by an atuikakura's tentacles is grappled (escape DC 19.) An atuikakura can grapple up to 3 creatures at a time with its tentacles, and can only make tentacle attacks with tentacles that are not grappling a creature.
Self-Evisceration. As a reaction to taking piercing or slashing damage, the atuikakura can expel its toxic respiratory organs, launching them at the creature which dealt the triggering damage, so long as that creature is within 20 ft of the atuikakura. The target creature must make a DC 19 Dexterity saving throw, or become restrained by the toxic organs until the end of the atuikakura's next turn. A creature restrained in this way is also poisoned and blinded.
Description
Resembling an enormous polychaete, atuikakuras dwell deep at the bottom of oceans or bays, where they remain mostly sedentary, grasping at smaller prey that swims close with their poisonous tentacles. They tend to swallow their prey whole, then flatten and liquify themselves to digest, further crushing their helpless prey. This leaves them vulnerable, and so they often seek out shipwrecks or undersea canyons to hide. Many a diver has found themselves woefully unprepared when a shipwreck they investigate is found to be home to one of these creatures. As they grow older and larger, they tend to move deeper into the ocean, often coming to rest near thermal vents, or even in the carcasses of dead whales, where they are perfectly content to pick off the scavengers that come to feast.
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