Huge Beast, Unaligned
Armor Class 17 natural armour
Hit Points 230 (1d12)
Speed 15 ft.
STR
15 (+2)
DEX
8 (-1)
CON
13 (+1)
INT
10 (+0)
WIS
10 (+0)
CHA
9 (-1)
Senses Blindsight, Passive Perception 10
Languages --
Challenge 11 (7,200 XP)
Proficiency Bonus +4
Actions

Multiattack. The Arabellu makes three attacks, one with its bite and two with its tail.

Bite. Melee weapon attack: +8 to hit, reach 5 ft., 1 target. Hit: 6 (1d10 + 2) piercing damage. 

 Tail Slam. Melee weapon attack: +7 to hit, reach 10 ft., 2 targets. Hit: 9 (1d12 + 1) bludgeoning damage. 

Screech (Recharge 6-7). Ranged attack: +10 to hit, range 320 ft., all targets. Hit: Paralyzes targets for 2 turns. 

Bonus Actions

 

 
Reactions

 

 

Description

Arabelli look like a cross between an Anglerfish and Salamander, but their size greatly increased. They are large, lizard-like creatures, blind and with a giant pulsing, bioluminescent bulb protruding from their foreheads, the rate it pulses changes depending on how threatened they feel. They use echolocation to "see" (go research bats or something) and have few teeth, which are long and sharp. They eat whatever is foolish enough to run into a dark, moist cave in which they live. If they make even a footstep noise, they hear them let out a screech so powerful it stuns the target, and then they find and swallow them whole, digesting them with the power of stomach acid.

Lair and Lair Actions

A spacious, wet cave with stalactites and stalagmites galore.

Lair Actions

On initiative count # (losing initiative ties), the Arabellu takes a lair action to cause one of the following effects; the Arabellu can’t use the same effect two rounds in a row:

  • Stalactites fall from the ceiling.
  • A screech is let out which paralyzes players who hear it.

 

Lanian_General

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