Medium Monstrosity, Unaligned
Armor Class 14
Hit Points 60 (10d12 + 4)
Speed 40 ft.
STR
17 (+3)
DEX
14 (+2)
CON
15 (+2)
INT
10 (+0)
WIS
13 (+1)
CHA
8 (-1)
Saving Throws STR +5, DEX +4, CON +4
Skills Athletics +6
Damage Resistances Bludgeoning, Fire, Piercing, Slashing
Condition Immunities Charmed, Frightened
Senses Darkvision, Passive Perception 16
Languages None
Challenge 4 (1,100 XP)
Proficiency Bonus +2
Traits

Blood Carrying. The Murrmurrr carries drained blood in sacs on it's forearms. Each Shrieking Murrmurrr has 1d4+2 sacs, Which each carry up to 3lbs of blood. When a target is drained, The blood goes to one sac untill it is filled. A single drain fills the sac by one pound.

 

Actions

Grapple. The Blood Murrmurrr makes a grapple attack action and as part of the attack action it makes a Draining Touch attack. 

Draining Touch: +5 to hit, reach 5 ft., One target. Hit: 10 (1d4 + 2) [Piercing] damage, 8 (2d8) [Poison] damage. A small target becomes exhausted on two drains. Each size above small requires an additional successful drain to become exhausted. For each additional hit on an exhausted target, The target gains another level of exhaustion. 

Replenish. The White Murrmurrr urges the blood from the sac to heal itself. The Hit Points restored is equal to 2d8 per pound of blood in the sac. 

 

Reactions

Explosive Sac. The Blood Murrmurrr can make one of its sacs explode in front of a melee attacking target and gains a +2 to AC against the attack roll. The sac regenerates within 1d4 days. A Shrieking Murrmurrr only have two explosive blood carrying sacs. 

Description

The humanoid has large bulbous, Lumpy skin with a range of brown to blackish with dark hues of red. The skin has a slimy, sticky, viscous substance on its surface. 

Monster Tags: monstrosity

Habitat: ForestSwamp

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