Medium unknown, Chaotic Evil
Armor Class 14 Natural Armor
Hit Points 200 (30d10 + 100)
Speed 50 ft.
STR
14 (+2)
DEX
16 (+3)
CON
13 (+1)
INT
12 (+1)
WIS
10 (+0)
CHA
8 (-1)
Saving Throws DEX +6
Damage Resistances Necrotic, Poison
Damage Immunities Acid
Condition Immunities Blinded, Deafened, Frightened, Petrified, Poisoned
Senses Blindsight 120 ft. Abyss Dweller is blind beyond this point, Passive Perception 16
Languages Abyssal
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Traits

Water Breathing. The abyss dweller can breathe only underwater.

One body one soul. The abyss dweller fights in a group of eight signifying the eight tentacles of and octopus. They have one pool of magical life force that the draw from. Each abyss dweller feels the pain of another that is mentally attuned too. If any abyss dweller takes damage then the damage is taken from the life pool endnote from the individual abyss dweller. Once the pool is reduced to zero then all the eight abyss dwellers die simultaneously.

Actions

Rusted Sickle. Melee Weapon Attack: 6 to hit, reach 5 ft., one target. Hit: 6 (2d4 + 4) slashing damage.

Tentacles. Melee Weapon Attack: +5 to hit , reach 10 ft., one target. Hit : 5 (1d6 + 4) bludgeoning damage. If the target is a creature, it is grappled (escape DC 13). Until this grapple ends, the target is restrained, and the abyss dweller can't use its tentacles on another target.

Ink Cloud (Recharges after a Short or Long Rest). A 20-foot-radius cloud of ink extends all around the abyss dweller if it is underwater. The area is heavily obscured for 1 minute, although a significant current can disperse the ink.After releasing the ink, the abyss dweller can use the Dash action as a bonus action.

Habitat: Underwater

Soulbuster88

Comments

Posts Quoted:
Reply
Clear All Quotes