Pack Tactics. The bulob has advantage on an attack roll against a creature if at least one of the bulob’s allies is within 5 feet of the creature and the ally isn't incapacitated.
Tentacle Smack. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage. If the target is a creature, it must succeed on a DC 10 Constitution saving throw or be injected with a debilitating toxin. Until the toxin is cured, the target can’t regain hit points except by magical means, and the target’s hit point maximum decreases by 3 (1d6) every 24 hours. If the target’s hit point maximum drops to 0 as a result of this disease, the target dies.
Description
Bulobs have round bodies roughly the size of a large beach ball. Bulobs do not have eyes, noses, mouths, or limbs, but instead the entire body is covered in short tentacles. Each tentacle ends with a flat, spade-like protuberance with a number of toxin-filled barbs. Bulobs use these tentacles to propel them forwards, rolling along the ground towards nearby creatures whose movement it can feel through the ground. Instead of eating, Bulobs absorb nutrients from their prey through these tentacles.
The Bulob was developed as one of a series of "beasts" imagined as warped Far Realm creatures for a spooky Druid in a Halloween Oneshot. The Bulob was imagined from the Diseased Giant Rat stat block.
Comments