Medium Aberration, Lawful Evil
Armor Class 15 Natural Armor
Hit Points 70 (5d10 + 40)
Speed 25 ft., Swim 30 ft.
STR
18 (+4)
DEX
10 (+0)
CON
14 (+2)
INT
6 (-2)
WIS
8 (-1)
CHA
4 (-3)
Saving Throws STR +7
Skills Acrobatics +6, Intimidation +6
Damage Resistances Cold
Damage Immunities Psychic
Condition Immunities Charmed
Senses Tremorsense 60 ft (underwater only), Passive Perception 15
Languages Deep Speech
Challenge 8 (3,900 XP)
Proficiency Bonus +3
Traits

Amphibious: The Snatcher can breathe underwater

Poison(bite)Any creature, excluding aberrations, which is effected by the poison is considered incapacitated. The target can make a DC 16 Constitution saving throw for the first 3 turns after the target has been poisoned, if none of these succeed then the effect lasts 24 hours or can be cured using any spell which removes poisons and diseases.

Uncanny Presence: When the Snatcher is in its human form (without tentacle showing or any other aberration element) any character with a passive perception of 16 is put off by the Snatcher's presence, perception or insight checks have advantage against the snatcher. 

Blood hunterIf within 200 ft and a creature is below 1/2 HP the snatcher knows exactly where the creature is no matter what magic prevents it from being sensed (unless the creature is ethereal).

Aquatic Predator: When underwater the Snatcher has +1 to all rolls, +2 to hit for all attack rolls, advantage on all perception checks and attacks.

Bursting Tentacle: The tentacle bursts out from inside the Snatcher, when it makes the tentacle attack for the first time in a day it takes 1d10 necrotic damage. It can only revert back to its normal form after a long rest.

Actions

Tentacle. Melee Weapon Attack: +2 to hit, reach 30 ft, one target. Hit: 25  (4d8+5) bludgeoning damage. If the target is a creature it must succeed a 15 DC dexterity check or be considered grappled. On the snatchers turn it may, as an action, make strength vs strength contest, if the snatcher succeeds it drags the creature 30 ft toward it. They can only grab one target and cannot use the tentacle attack if they have a target grappled. If the snatcher has not revealed its aberration form then it gets advantage on the attack. 

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft, one target. Hit: 12  (2d6+4) piercing damage. If the target is a creature it must succeed a 18 DC Constitution saving throw or be considered poisoned (see trait poison).

Crush: As a bonus action, if they have a target grappled, they can crush the target dealing 10 (2d8) bludgeoning damage. 

Description

Who knows where the human ends and the aberration begins, a tool or toy of the Deep One; once human now monstrosity. The Snatcher is mostly human although a writhing tentacle has been grafted inside of the body able to burst out at a moments notice in order to grab its prey as well as a deadly maw of rows and rows of viscous needle-like teeth, however this is normally not showing as normally the Snatcher appears as a large man with pale skin; this skin being so pale it seems almost see through and is unnaturally wet. They seem awkward and shamble around with a crippled intellect making them malleable to the evil whims of their aquatic masters. They are mainly tools for kidnapping targets and stealing food for whatever they serve and often are not alone in their task being accompanied by smarter creations of the Deep One. The psychic control from its aberrant puppeteer is strong enough to negate all forms of charm or telepathic attack. Due to this mental dampening the Snatcher can only speak deep speech meaning it lacks in social interaction.

Habitat: UnderwaterUrban

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