Medium Aberration, Unaligned
Armor Class 15 Natural Armor
Hit Points 85 (13d10 + 13)
Speed 40 ft., walk 40 ft.
STR
15 (+2)
DEX
15 (+2)
CON
16 (+3)
INT
10 (+0)
WIS
18 (+4)
CHA
10 (+0)
Saving Throws STR +5, DEX +5, WIS +7
Damage Vulnerabilities Radiant
Damage Resistances Bludgeoning, Piercing, and Slashing from Magic Weapons
Damage Immunities Acid, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Frightened, Poisoned
Senses Blindsight, Unknown Far Sight, can see entities of the Far Realm, Passive Perception 18
Languages --
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Traits

Devoid:  This creature is capable of devoid damage which is damage with no true source or alignment, it is raw energy of the Far Realm.

Emerge. This creature is capable of draining the life of a host and erupting from within it fully grown if a Wretched Gryff Scion is implanted within them 

Actions

Tentacle Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., 1target. Hit: 4 d6 + 3 [piercing and bludgeoning] damage. Target must make a DC 16 dexterity saving throw or become restrained.

Implant. Melee Weapon Attack: +9 to hit, range 0ft., 1 target. Hit:  (3d4 + 3) [devoid] damage. and target must make a DC 16 constitution saving throw or become implanted with a Wretched Gryff Scion. Can only be used on a restrained target. 

Reactions

Tentacle Lash. As an oppurtunity attack if a creature leaves its threatened zone, the Wretched Gryff may lash out and pull the creature back making a Melee weapon attack +8, dealing 2d6+3 damage, and creature must make a DC 16 strength saving throw or will be pulled back into the Gryff's threatened zone. 

Description

Enter a general description for your monster here.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

helstorm166

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