Large Aberration, Chaotic Evil
Armor Class 16
Hit Points 70 (10d8 + 20)
Speed 30 ft., Fly 30 ft.
STR
8 (-1)
DEX
14 (+2)
CON
14 (+2)
INT
16 (+3)
WIS
8 (-1)
CHA
18 (+4)
Saving Throws WIS +2, CHA +7
Skills Athletics +7, Intimidation +7, Stealth +7
Damage Vulnerabilities Radiant
Damage Resistances Necrotic
Senses Darkvision 120 ft., Passive Perception 9
Languages Common, Deep Speech, Elvish
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Traits

Horrid Senses. Arvandor can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.

Horrid Bones. Arvandor has advantage on all Strength and Charisma checks.

Horrid Blood. At the start of each of Arvandor's turns he gains 8 temporary hit points. If Arvandor's current hit points are less than half his maximum, the temporary hit points increase to 16.

Actions

Multiattack. Arvandor makes four attacks with his tentacles, or he can replace a tentacle attack to make an Athletics check with advantage to attempt to grapple or shove.

Tentacle Slam. Melee Weapon Attack: +7 to hit, reach 15 ft., 1 target. Hit: 9 (1d10 + 1d4) force damage.

 

ArvandorVilya

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