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.
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