Medium Monstrosity, Unaligned
Armor Class 15 natural armor
Hit Points 80 (12d6 + 24)
Speed
STR
16 (+3)
DEX
17 (+3)
CON
15 (+2)
INT
4 (-3)
WIS
12 (+1)
CHA
11 (+0)
Saving Throws DEX +5
Senses Passive Perception 3
Languages --
Challenge 2 (450 XP)
Proficiency Bonus +2
Traits

Tipped Feet. The creature can use its legs, each ending in a sharp claw, to attach itself to walls and to have a limited movement speed of 10 feet on the walls.

All-Sight. The creature has 12 eyes that form a circular pattern on its head, making the creature be able to see attacks in all directions.

Tendrils. The Azatanir has 4 tentacle like tendrils ending in sharp maces, all coming from the monsters mouth.

Actions

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., 1 target. Hit: 1d6+3 piercing damage. 

Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., 1 target. Hit: 1d6+1 piercing damage. 

Tendrils. Melee weapon Attack: +2 to hit, reach 10 ft., 1 to 4 targets. Hit 1d4 to 4d4 damage depending on the number of targets.

Strong Strike. The Azatanir opens its mouth to the fullest extenct, taking 1d4 damage and finishing its turn. For the next 1d4 rounds the creature takes 1 bleeding damage and the abilities bite and tendrils get a boost: bite deals an extra 1d4 damage and tendrils increases its range by 5 feet while also doing an extra 1d4 damage.

Description

The Azatanir are medium sized dog like creature with no fur and pale white skin. Their legs finish in tipped spider like feet that can be used to attach to rough walls.The creature has 12 eyes that form a circular pattern on the creatures head.Its most notable feature however is its bullet shaped hear with a horizontally opening mouth that has 4 tendrils coming from it, all ending in sharp maces.

The creature can mostly be found in the urban environment, in the sewers and abandoned buildings of the cities, where it hunts for small animals, pests, livestock and sometimes even humanoids.

Lair and Lair Actions

 

 

Habitat: Urban

ImpressiveKommieEasternAlliance

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