Large Monstrosity, Neutral
Armor Class 18 (natural armor)
Hit Points 60 (10d10 + 6)
Speed 30 ft., Swim 60 ft., Climb 30 ft.
STR
16 (+3)
DEX
18 (+4)
CON
13 (+1)
INT
16 (+3)
WIS
8 (-1)
CHA
12 (+1)
Saving Throws DEX +6
Skills Stealth +7
Damage Resistances Acid; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Poison
Condition Immunities Exhaustion, Poisoned
Senses Darkvision 60 ft., Tremorsense 60 ft., Passive Perception 11
Languages Common, Deep Speech --
Challenge 2 (450 XP)
Proficiency Bonus +2
Traits

Multiattack: The Aqra has three attacks. One with each pincer and one with its mandibles.

Actions

Pincer snap. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 12 (3d6 + 3) slashing damage. If the target is a Large or smaller creature, it is grappled (escape DC 13). Until this grapple ends, the Aqra has advantage with its mandible attack against the grappled creature.

Mandibles. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d8 + 3) piercing damage. 

 

Description

Aqra are the masters of the sea and a race of masters that mostly appreciate the value of pearls and gold. They are egoistic and flamboyant, in most part. They are the most numerous of the masters, but certainly not weak in any respect.

Monster Tags: abberation

Habitat: CoastalSwampUnderwater

valinox28

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