Medium Aberration, Chaotic Evil
Armor Class 15 Natural armor
Hit Points 72 (10d12 + 2)
Speed 30 ft., Burrow 5 ft.
STR
12 (+1)
DEX
12 (+1)
CON
12 (+1)
INT
12 (+1)
WIS
12 (+1)
CHA
12 (+1)
Saving Throws DEX +4
Damage Vulnerabilities Fire
Damage Resistances Acid, Psychic
Condition Immunities Blinded, Deafened, Prone
Senses Blindsight 50 ft., Passive Perception 15
Languages Telepathy 50 ft.
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Traits

Mesmerizing Presence. Any creature starting their turn able to see the Cambric Larva must choose to either gain disadvantage on their next roll, take 1d4 psychic damage or move 10 feet closer to the Cambric Larva.

Actions

Screech. All creatures in a 20 foot radius make a Wisdom saving throw (DC 20) or take 12 (2d10) psychic damage.

Impale. Melee Attack: +5 to hit, reach 7 ft., 1 target. Hit: 20 (3d10 + 2) piercing damage. 

Acid Sphere. Ranged Attack: +5 to hit, range 20/70 ft., 3 targets. Hit: 18 (3d10) acid damage.

Description

The Cambric Larva was a fossil imbued with chaotic energy from the Far Realm. With its bizzare walking pseudopoda and back spines, its very presence can mesmerize the unwary. It can be lethal to unprepared adventuring parties.

Monster Tags: abberation

Habitat: Underdark

Aldabrachelys

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