Medium Aberration, Lawful Evil
Armor Class 16 (studded leather)
Hit Points 84 (13d8 + 26)
Speed 25 ft., climb 25 ft.
STR
14 (+2)
DEX
19 (+4)
CON
14 (+2)
INT
12 (+1)
WIS
12 (+1)
CHA
12 (+1)
Saving Throws DEX +6, CON +4
Skills Acrobatics +6, Athletics +6, Stealth +6
Damage Resistances Cold, Fire
Condition Immunities Charmed
Senses Darkvision 120 ft, Passive Perception 11
Languages understands Infernal but can’t speak
Challenge 4 (1,100 XP)
Proficiency Bonus +2
Traits

Nimble Escape. The abductor can take the Disengage or Hide action as a bonus action on each of its turns.

Actions

Multiattack. The abductor makes two bushwhack attacks.

Bushwhack. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) bludgeoning damage. If the target is surprised, this attack is a critical hit.

Abduct. The abductor places an unconscious Medium or smaller creature within 5 feet of it into its body by opening the jaw located in its abdomen, abducting it. The abducted creature remains unconscious until released from the abductor’s body. If the creature is dying, it is stabilized but can’t gain hit points while in the abductor's body. If the abductor dies, or if it uses an action to release the abducted creature, the creature is released in an unoccupied space within 5 feet of the abductor. The abductor can have only one creature abducted at a time.

Darklight Candle. The abductor casts darkness as a 3rdlevel spell, without requiring a spell slot or material components, targeting its candle. While touching the candle, a creature can see through the darkness created by the spell.

Bonus Actions

Empower (Recharge 5-6). The abductor draws on dark powers. The next time it hits a creature with a melee attack before the end of its next turn, the target must make a DC 14 Constitution saving throw. On a failure, the target falls unconscious for 1 minute. The target repeats the saving throw whenever it takes damage and at the end of each of its turns, ending the effect on itself on a success.

Description

In the moonlit nights of Luyarnha, deformed humanoids loom, their monstrous forms stalking unsuspecting prey, abducting them as test subjects for their masters' heinous rituals and experiments. These wretched beings are called abductors—altered cursed-bloods bound in eternal servitude to the Obitus Scholare. Short and gaunt, shrouded in darkened robes, their mouths sewn shut, each abductor carries a candle, an enchanted light that burns their soul to cloak their twisted flesh in shadows. Despite their fragile appearance, abductors possess unparalleled strength, their power enough to subdue even skilled warriors. Rarely do they employ lethal force, preferring to incapacitate their targets before devouring them with the ravenous maw of their conjoined twin, tucking them safely within the confines of their abdomen before delivering them unto their new home.

Fatalis2007

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