Medium Or Small Aberration, Typically Chaotic Evil
Armor Class 10 natural armor
Hit Points 14 (2d4 + 1)
Speed
STR
16 (+3)
DEX
10 (+0)
CON
10 (+0)
INT
9 (-1)
WIS
9 (-1)
CHA
4 (-3)
Saving Throws STR +5
Skills Stealth +18
Damage Vulnerabilities Acid, Fire, Slashing
Damage Resistances Bludgeoning
Senses Darkvision, Tremorsense, Passive Perception 9
Languages --
Challenge 1/8 (25 XP)
Proficiency Bonus +2
Traits

Shadow skin. When any Archen monster is in a dark environment, they gain, +3 to armor class, and a + 5 on all attacks

Grappling tentacles. When a non Archen creature walks over this creature, it may make an attack with the Spiked tentacles with no roll required

 

Actions

Spiked tentacles. Melee attack, +8 to hit, reach: 0 ft, two targets hit 10 (2d6+2) when hit target is grappled and may not move. and must make a CON save (DC 16) or be poised. If the creature wants to break free, it may make a STR save of +17, or it may make an attack of 8 damage in one blow

Reactions

When a non Archen creature walks over this creature, it may make an attack and grapple the creature and inflict them with poison. When a creature escapes, it can call up to 5 Archen imps.

Description

Archen goo is a flat black bubbly substance with large spiky tentacles protruding from the top. Archen goo usually stem from the Archen crawlers that have settled in one place for an extended period of time. They wait until they sense movement in the ground and when something steps on them, it will catch them and its spiky tentacles will wrap around the victim, injecting them with poison until they die. You can escape by brute forcing your way out or by chopping some of the tentacles off, causing it to let go of the prey.

Previous Versions

Name Date Modified Views Adds Version Actions
5/30/2023 3:11:29 PM
18
1
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Coming Soon
5/31/2023 11:28:46 AM
11
1
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Coming Soon

Habitat: ForestGrasslandMountainSwampUnderdark

DoctorLX81484

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