Large Aberration, Chaotic Evil
Armor Class 16 (natural armor)
Hit Points 93 (11d10 + 33)
Speed 10 ft., fly 30 ft.
STR
19 (+4)
DEX
10 (+0)
CON
16 (+3)
INT
5 (-3)
WIS
11 (+0)
CHA
5 (-3)
Skills Perception +4
Damage Resistances Necrotic
Damage Immunities Poison
Condition Immunities Poisoned
Senses Darkvision 60 ft., Passive Perception 14
Languages --
Challenge 4 (1,100 XP)
Proficiency Bonus +2
Traits

Sense Magic. The aberration senses magic within 120 feet of it at will. This trait otherwise works like the detect magic spell but isn't itself magical.

Actions

Multiattack. The aberration makes two tentacle attacks. If the aberration is grappling a creature, the aberration can also use its secretion once.

Tentacles. Melee Weapon Attack: +6 to hit, reach 15 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage. If the target is a creature, it is grappled (escape DC 16). Until this grapple ends, the target is restrained, and the aberration can't use its tentacles on another target.

Secretion. One creature grappled by the aberration must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. Until this poison ends, the target is paralyzed. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Goblin_Forge

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