Tendrils Of Fear. The chariik has 6 tentacles, each tentacle has 10 hit points. A killed tentacle is useless for 1d4 rounds. It can use this action to choose a target within 20 ft of it and grab it with the tentacle. The target chooses to either dodge or focus their mind against the attack. They must make Dc 18 Wisdom saving throw. On a failure, they are unconscious, grappled, and frightened. They are plagued by horrible nightmares of their worst fears. At the beginning of their turn, if they are no longer grappled, they are cleared of all conditions caused by the chariik. If they are grappled, they remake the save, ending the effect on a success. At the end of each creatures turn that is affected by the chariik, theire Wisdom score decreases by 1d6. There Wisdom score increases to normal over the course of 1d4 days. If this affect would lower a creature's Wisdom score to 0 or lower, the effect ends and they are no longer grappled. The creature falls into a permenant coma, plagued by the same nightmares. This effect can only be ended by the "Greater Restoration" spell cast at 6th level or higher, or the "Wish" spell.
Whip. Melee Weapon Attack: +6 to hit, reach 20 ft., one target. Hit: 19 (6d4 + 2) slashing damage. The chariik must have at least one available tentacle to use this action. The target is pushed 5 ft in a direction of the chariik's choice.
Demonic Pull. Chariik can use this reaction in reaction to taken damage from a melee attack. The chariik uses Tendrils Of Fear.
Magical Resistance (2/day). The chariik may use this ability in reaction to being the only target of a spell of level 5 or lower. The chariik casts "Counterspell" at 9th level.
The chariik can take 1 legendary action. The chariik regains spent legendary actions at the start of its turn.
Constrict (Costs 1 Action). The chariik uses Tendrils Of Fear.
Description
A fearful deep grey-furred bear-like being, with long tentacles in place of a face.
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