Large Beast, Unaligned
Armor Class 12
Hit Points 110 (8d12 + 8)
Speed 30 ft.
STR
19 (+4)
DEX
14 (+2)
CON
12 (+1)
INT
1 (-5)
WIS
10 (+0)
CHA
3 (-4)
Damage Immunities Lightning
Senses Darkvision 80 ft., Passive Perception 12
Languages --
Challenge 8 (3,900 XP)
Proficiency Bonus +3
Traits

Static. Any type of construct or other machinery that is touched by the ampeel is stunned or otherwise rendered immobile for 2 turns.

Water Breathing. The ampeel can breathe only underwater.

Actions

Multiattack. The ampeel makes a bite attack and a shocking touch attack.

Bite. Melee Weapon Attack: +6 to hit, reach 10 ft., one creature. Hit: 11 (4d6 + 4) piercing damage.

Shocking Touch. Melee Weapon Attack: +6 to hit, reach 10 ft., one creature. Hit: 11 (4d10 + 4) lightning damage.

Description

Ampeels are huge, serpentine creatures with a segmented body, covered with prongs capable of generating powerful zaps of bio-electricity. The prongs emit a very bright cyan bioluminescent glow, and are capable of generating electricity. This electrical current is most likely generated by a natural unfinished circuit, and with the addition of water as a means to close the circuit and generate electric arcs from prong to prong. Because of this, not only would it be unlikely for them to generate a current on land, but it also allows them to activate the circuits at will, by generating a slightly larger current to "kickstart" the system, and make visible arcs of shocking power.

Monster Tags: Misc Creature

Habitat: Underwater

GrumpaDiggs

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