False Appearance. While the urophion remains motionless, it is indistinguishable from a normal cave formation, such as a stalagmite.
Grasping Tendrils. The urophion can have up to six tendrils at a time. Each tendril can be attacked (AC 20; 10 hit points; immunity to poison, psychic damage and lightning along with resistance to Cold). Destroying a tendril deals no damage to the urophion, which can extrude a replacement tendril on its next turn. A tendril can also be broken if a creature takes an action and succeeds on a DC 15 Strength check against it.
Spider Climb. The Urophion can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Weakening. Any creature grappling or being grappled or restrained by the urophion has any strength based check or saving throw they roll reduced by 2d8.
Magic Resistance. The urophion has advantage on saving throws against spells and other magical effects.
Innate Spellcasting (Psionics). The urophion's innate spellcasting ability is Intelligence (spell save DC 14). It can innately cast the following spells, requiring no components:
At will: detect thoughts, suggestion
Multiattack. The urophion makes four attacks with its tendrils, uses Reel, and makes one attack with its bite.
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 22 (4d8 + 4) piercing damage.
Extraction. Melee Weapon Attack: +8 to hit, reach 5 ft., one target grappled by a tendril and is stunned. Hit: 22 (4d8 + 4) piercing damage and the target must make a DC 14 Constitution saving throw or take an additional 55 (10d10) piercing damage, if this damage reduces the target to 0 hit points they die instantly.
Tendril. Melee Weapon Attack: +8 to hit, reach 50 ft., one creature. Hit: The target is grappled (escape DC 15). Until the grapple ends, the target is restrained and has disadvantage on Strength checks and Strength saving throws, and the urophion can't use the same tendril on another target.
Reel. The urophion pulls each creature grappled by it up to 25 feet straight toward it.
Mind Blast (Recharge 5–6). The urophion magically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a DC 14 Intelligence saving throw or take 21 (4d8 + 3) psychic damage and be stunned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Description
A urophion was a truly unique creature, and was evidence of the willingness of the illithid to attempt to create ceremorphs even from the most unlikely organisms. What was truly unique about the urophion was that it was the only known case of ceremorphosis working on a cold-blooded creature. A urophion was nearly identical in every regard to a roper in appearance
Urophions acted as guardians and sentinels in illithid cities. They were similar to ropers in behaviour, predominately solitary, sedentary, and stationary. Urophions were just as intelligent as regular illithids, with psionic abilities that were nearly as powerful. Even though in almost every regard they were equally powerful as illithids, they were still considered lesser by their illithid overlords and were forced into dreary servitude. Their only honor was that when they died they would be fed to the elder brain. Most remained loyal to the illithids, yet some did tend to become independent and wander off on their own.
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