Incomprehensible Sight. The Agoralope can see in any environment such as magical darkness.
Punches. Melee Weapon Attack: +7 to hit, reach 5 ft., 8 creatures. Hit: 28 (8d4 + 4) bludgeoning damage.
Grab and Drag. Melee Weapon Attack: +7 to hit, reach 5ft., 1 creature. Hit: 14 (4d4+4) bludgeoning damage and the target is grappled (escape DC 16). Until this grapple ends, the target is restrained, and the Agoralope can't restrict another target. The number of attacks the Agoralope has is now halved to 4.
Restrain Attacker. The Agoralope can use its reactions to make an opposed grapple check on a person who attempts to hit them with a melee weapon. If the person gets grappled they can no longer attack until they break free.
The Agoralope uses its many arms to its advantage, attempting to snap necks for a quick end.
Neck Snap(Costs 1 Action). Melee Weapon Attack: +7 to hit, 0ft(target must be grappled) 1 creature. Hit: 30(4d12+4) bludgeoning damage.
Description
The Agoralope is entirely made out of arms of different shapes colors and sizes. Anytime someone would try to peak and see a body underneath, they would only find a sea of arms. It is vaguely caterpillar shaped but moves with its front end up. The creature has no face, but uses hands to hold a white mask with eye holes and no mouth. In order to kill its victims it wraps its arms around them and snaps their neck, it then proceeds to grab the broken body and drag them back to a hole in the ground covered in magical darkness. No one knows what it does with the bodies since it does not have a mouth or organs. The only thing people do know is that it adds the arms from the bodies to itself.
Lair and Lair Actions
The Agoralope digs tunnels under cities and sewers to secluded locations around a city. The entrance to the tunnels are covered by magical darkness, however the rest is not covered by the darkness. The tunnels are around 10ft in diameter and can go both vertical and horizontal. The tunnels all converge into a single open chamber filled with the bodies of its victims.
Lair Actions
On initiative count 0 (losing initiative ties), the Agoralope takes a lair action to cause one of the following effects; the Agoralope can’t use the same effect two rounds in a row:
- Cover an area in magical darkness using the Darkness spell.
- It closes off a tunnel to its lair. The dirt is noticeably more loose and on a DC 12 perception check can be spotted as a fake end point.
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