Large Aberration, Typically Lawful Evil
Armor Class 16 (natural armor)
Hit Points 95 (10d10 + 30)
Speed 40 ft., Climb 40 ft.
STR
18 (+4)
DEX
18 (+4)
CON
16 (+3)
INT
11 (+0)
WIS
14 (+2)
CHA
9 (-1)
Saving Throws DEX +8, CON +7, CHA +3
Skills Perception +5, Stealth +7
Damage Resistances Lightning
Damage Immunities Thunder
Condition Immunities Deafened
Senses Darkvision 60 ft., Tremorsense 60 ft., Passive Perception 12
Languages Common, Deep Speech, Telepathy 100 ft. (does not work within the effects of the silence spell) can only speak via telepathy, but understands all languages it knows
Challenge 10 (5,900 XP)
Proficiency Bonus +4
Traits

Avoidance. If the coeurl is subjected to an effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

Unusual Nature. The coeurl doesn’t require air.

Displacement. The coeurl projects a magical illusion that makes it appear to be standing near its actual location, causing attack rolls against it to have disadvantage. If it is hit by an attack, this trait is disrupted until the end of its next turn. This trait is also disrupted while the coeurl beast is incapacitated, has a speed of 0, or is on the ethereal plane.

Pounce. If the coeurl beast moves at least 20 feet straight toward a creature and then hits it with a melee attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the coeurl beast can make one bite attack against it as a bonus action.

Poison Stinger. The coeurl beast injects a special poison into one creature it hit with its tentacles this turn. The chosen creature must make a DC 13 Constitution saving throw, with disadvantage if the coeurl hit it more than once this turn, taking 14 (4d6) poison damage on a failed save, or half as much on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned this way.

Vibration Manipulation. When the coeurl is subjected to thunder damage, it takes no damage and instead regains a number of hit points equal to the thunder damage dealt.

Actions

Multiattack. The coeurl makes two attacks with its tentacles and two attacks with its claws. Alternatively the coeurl can replace one of its claw attacks with a bite attack.

Tentacle. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage plus 7 (2d6) thunder damage.

Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage.

Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage, the target must then succeed on a DC 13 Wisdom saving throw or take 14 (4d6) psychic damage and gain 1 level of exhaustion. The coeurl regains a number of hit points equal to the psychic damage dealt. A creature reduced to 0 hit points by the psychic damage dies.

Innate Spellcasting. The Coeurl casts one of the following spells, requiring no spell components and using wisdom as the spellcasting ability (spell save DC 14):
at will: minor illusion (sounds only), thaumaturgy, mage hand

3/day each: shatter, dissonant whispers, earth tremor (3rd level)

Bonus Actions

Ethereal Jaunt. As a bonus action, the coeurl can magically shift from the Material Plane to the Ethereal Plane, or vice versa.

Description

A Coeurl is a type of intelligent alien beast with red eyes that resembles a jet black, large, yet lean feline, but with six legs and a pair of tentacles coming out of the shoulders that typically end in barbs that allow them to inject a special type of poison for subduing prey. Their ears end in wavering antennae.

They appear indifferent to environment and can survive in different atmospheres. They also have the ability to manipulate electrical vibrations at will and seems to communicate via this method giving them a form of telepathy. This ability is believed to be the reason for its immunity to sound or vibration-based attacks and its resistance to electrical attacks, even allowing it to recover to a degree or weaponize it in the form of certain innate spell like abilities.

It is speculated by some scholars that these other worldly creatures are related in some way to displacer beasts.

Despite their forced behavior to be the savage animal its species has evolved to in order to survive, they are capable of communicating with other beings and are even rather intelligent, but often simply choose not to communicate with those that encounter one, likely do to them being viewed as little more than food. Those who have managed to survive encounters with these creatures note that they displayed a level of intelligence and cleverness at or above the level of most humanoids. They are also noted to be deceptively agile and stealthy for their size.

Through much effort and study, scholars have deduced that they sustain themselves by feeding upon a substance it calls the Id of other beings. This "Id" is mostly found in living creatures, and it is so scarce that they become ruthless hunters to consume enough to sustain themselves with enough Id to survive, eventually adapting in a way that allowed them to vibrate their bodies in such a way to where they can magically enter and leave the ethereal plane at will, allowing them to spread to other worlds. They actively avoid their own kind in order to not have to compete over the scarce resource.

It is believed they extract the "id" of their prey using their fang like teeth as conductors for some form of psionic energy drain. 

Monster Tags: Misc Creatureaberration

Scarletsteam

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