Medium Aberration, Chaotic Evil
Armor Class 14
Hit Points 50 (13d8 + 13)
Speed 40 ft., Climb 40 ft.
STR
8 (-1)
DEX
18 (+4)
CON
12 (+1)
INT
11 (+0)
WIS
12 (+1)
CHA
7 (-2)
Saving Throws DEX +7, CON +4
Skills Stealth +7
Damage Resistances Cold
Damage Immunities Psychic
Condition Immunities Charmed, Frightened, Prone
Senses Darkvision 60 ft., Truesight 60 feet, Passive Perception 11
Languages Deep Speech
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

Ambush. On the first round of each combat, the Cahdigr Lieutenant has advantage on attack rolls against a creature that hasn’t taken a turn yet.

Shadow Stealth. While in dim light or darkness, the Cahdigr Lieutenant can take the Hide action as a bonus action.

Aura of Madness. Creatures within 20 feet of the Cahdigr Lieutenant that aren’t aberrations have disadvantage on saving throws, as well as on attack rolls against creatures other than a Cahdigr.

Tentacles of Cahdigr: The Cahdigr Lieutenant grapples another creature within 12 feet of it. The person being grappled must make a DC 15 strength saving throw, or remain grappled until they try again on their next turn.

One of Us:  If the Cahdigr Lieutenant has grappled an opponent, they can attempt to absorb them into their porous bodies. This takes four turns to complete, and each time they use this ability the opponent takes 1d6 psychic damage until they are fully absorbed, upon which the Cahdigr Lieutenant spits them out as Cahdigr spawn. This can only be undone by the wish spell.

Actions

Multiattack. The Cahdigr Lieutenant makes one claw attack and one tentacle slam attack. 

Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage. If the attack roll has advantage, the target also takes 7 (2d6) psychic damage.

 Tentacle slam. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage, 1d8 psychic damage, and the target must succeed on a DC 19 Constitution saving throw or be poisoned until the end of its next turn.

Huggletime

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