Large Monstrosity, Neutral Evil
Armor Class 15 (natural armor)
Hit Points 115 (11d10 + 55)
Speed 30 ft.
STR
22 (+6)
DEX
12 (+1)
CON
20 (+5)
INT
11 (+0)
WIS
14 (+2)
CHA
8 (-1)
Skills Athletics +9, Stealth +7
Condition Immunities Charmed, Poisoned
Senses Darkvision 120 ft., Passive Perception 12
Languages understands Common and the languages of its creator, but can't speak
Challenge 7 (2,900 XP)
Proficiency Bonus +3
Traits

Distracting Strike (1/Turn). When the banderhobb hits a creature with a weapon attack, the next attack roll against the target by an attacker other than the banderhobb has advantage if the attack is made before the start of the banderhobb's next turn.

Resonant Connection. If the banderhobb has even a tiny piece of a creature or an object in its possession, such as a lock of hair or a splinter of wood, it knows the most direct route to that creature or object if it is within 1 mile of the banderhobb.

Actions

Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 23 (5d6 + 6) piercing damage, and the target is grappled (escape DC 16) if it is a Large or smaller creature. Until this grapple ends, the target is restrained and the banderhobb can't use its bite attack or tongue attack on another target.

Tongue. Melee Weapon Attack: +9 to hit, reach 15 ft., one creature. Hit: 10 (3d6) necrotic damage, and the target must make a DC 17 Strength saving throw. On a failed save, the target is pulled to a space within 5 feet of the banderhobb, which can use a bonus action to make a bite attack against the target.

Swallow. The banderhobb makes a bite attack against a Medium or smaller creature it is grappling. If the attack hits, the creature is swallowed, and the grapple ends. The swallowed creature is blinded and restrained it has total cover against attacks and other effects outside the banderhobb, and it takes 10 (3d6) necrotic damage at the start of each of the banderhobb's turns. A creature reduced to 0 hit points in this way stops taking the necrotic damage and becomes stable.

 The banderhobb can have only one creature swallowed at a time. While the banderhobb isn't incapacitated, it can regurgitate the creature at any time (no action required) in a space within 5 feet of it. The creature exits prone. If the banderhobb dies, it likewise regurgitates a swallowed creature.

Shadow Step. The banderhobb magically teleports up to 30 feet to an unoccupied space of dim light or darkness that it can see. Before or after teleporting, it can make one melee attack.

Bonus Actions

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

Lightfooted. The banderhobb can take the Dash or Disengage action as a bonus action on each of its turns.

Description

Banderhobbs normally have a short existence. They expire once they fulfill their duties, leaving only a puddle of dark goo and a puff of shadow. In some very rare instances, however, a banderhobb may reform in the Shadowfell and continue to live the rest of its existence there, evolving into more mature versions of their normal ilk. They eventually band together, loosely kept in line by the most powerful in their group. They are often hired and summoned by fiends, cultists, and evil spellcasters to serve as mercenaries.

Monster Tags: monstrosity

SadHorizon

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