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.
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.
Comments