Amphibious. The barnaclops can breathe air and water.
Barnacle Armor. A creature that touches the barnaclops or hits it with a melee attack while within 5 feet of it takes 2d4 +1 slashing damage. Additionally, it must succeed on a DC 15 Constitution save or take 1d8 + 1 poison damage. It remakes this save at the start of each of its turns, taking 1d8 + 1 poison damage on a failure and ending this effect on a success. A creature also affected by the barnaclops' club attack only makes on Constitution save, but takes twice as much damage if it fails.
Cirriphobic Gaze. If a creature starts its turn within 60 ft of the barnaclops and the two of them can see each other, the barnaclops can force the creature to make a DC 17 Wisdom saving throw if the barnaclops isn't incapacitated. On a failed save, the creature is frightened. It must repeat the saving throw at the end of its next turn if it can still see the barnaclops. On a success, the effect ends. A creature that isn't surprised/frightened can avert its eyes to avoid the saving throw at the start of its turn. If it does so, it can't see the barnaclops until the start of its next turn, when it can avert its eyes again. If it looks at the baraclops in the meantime, it must immediately make the save.
Club. Melee Weapon Attack: +8 to hit, reach 5ft. , one target. Hit: 9d6 +3 bludgeoning damage and the target must succeed on a DC 15 Constitution save or take 1d8 +1 poison damage. It remakes this save at the start of each turn, take 1d8 +1 poison damage on a failure and ending the effect on a success.
Description
These massive, animated mounds of barnacles consist of several thousand Cirripedia varying in size, shape, and function. Most are feeding members, employing their spiny legs to sweep organic matter into their mouths and nourish the whole organism. An oversized "hatchet" barnacle serves as a heavier melee weapon, while a hypnotic "ocular" barnacle provides additional cognitive functions and an unusual defensive mechanism.
Faced with a particularly challenging adversary, a barnaclops will attempt to lock eyes and flood its target's mind with fear. Most sentient beings subjected to this attack suffer an immediate, visceral aversion to the sight of the monster's barnace-encrusted surface, and must avert their gaze to continue engaging the creature without an overwhelming sense of panic and nausea. This effect can extend to any pattern or texture evocative of barnacles for a period of hours or even days, and repeated attacks can imprint the victim with a permanent phobia.
Even without its mind-controlling abilities, a barnaclops is a fearsome foe: it lacks a central weak point of even a true "mind", and it is covered in jagged, rock-hard shells which swarm with filth and disease. Even the slightest scratch from a barnaclops can be hazardously septic, quickly escalating to aggressive tissue necrosis within minutes of contact. Decomposing prey is usually dragged back to the water-filled pit or tunnel the barnaclops calls home, enriching a rancid "stew" in which the monster can submerge itself.
A single-minded creature of simple interests, the average barnaclops slumbers in its festering stew during the day and forages for choice carrion by night, usually ignoring anything irrelevant to its immediate needs. Its only display of individuality is usually exhibited by the mouth of its lair, stacked with a unique arrangement of driftwood, seaweed, fish bones, or garbage. It particularly favors objects encrusted with natural barnacles.
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