Medium Aberration, Any Neutral Alignment
Armor Class 15 Chitin
Hit Points 138 (30d8 + 3)
Speed 50 ft., walk 40 ft.
STR
16 (+3)
DEX
20 (+5)
CON
16 (+3)
INT
15 (+2)
WIS
18 (+4)
CHA
10 (+0)
Saving Throws DEX +8, CON +6
Skills Perception +7, Stealth +8
Damage Resistances Slashing
Damage Immunities Piercing
Condition Immunities Petrified, Poisoned, Stunned
Senses Tremorsense 70 ft., Passive Perception 17
Languages --
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Traits

Arachnid Climb. The abernat can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Unnatural Camouflage. The abernat has the appearance of stone or a rock while it remains motionless, this disguise can be detected with a successful DC 20 Wisdom (Perception) check.

Mimicry. The abernat can mimic sounds it has heard, such as a person whispering, a baby crying, an animal chittering or even full conversations although it doesn't know the extent of what its saying nor can it understand these sentences. A creature that hears the sounds can tell they are imitations with a successful DC 18 Wisdom (Insight) check.

Actions

Multiattack. The abernat makes two bites attacks or one tail skewer attack and one tail pull attack.

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., 1 target. Hit: 14 (2d10 + 4) Piercing damage.

Tail Skewer. Ranged Weapon Attack: +8 to hit, range 30/90 ft., 1 target. Hit: 22 (3d10 + 5) Piercing damage. When this attack hits the a creature that creature is Restrained and  must make a DC 15 Constitution saving throw or become Poisoned for as long as the creature is Restrained.

Tail Pull. Ranged Weapon Attack: +8 to hit, range 30/90 ft., 1 target. Hit: 16 (2d10 + 5) Bludgeoning damage. When this attack hits a creature that creature is pulled 30 ft. towards the abernat, if a creature is Restrained by the abernat using Tail Skewer this attack hits the Restrained creature,

Legendary Actions

The abernat can take 2 legendary actions choosing from the options below. Only one legendary action can be used at a time and legendary actions can used only at the end of another creature’s turn. The abernat regains spent legendary actions at the start of its turn.

Meld Into Stone. The abernat casts Meld into Stone on itself at 3rd level.

Freedom Of Movement. The abernat casts Freedom of Movement on itself at 4th level.

Previous Versions

Name Date Modified Views Adds Version Actions
3/1/2024 9:49:43 PM
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1
Coming Soon
3/4/2024 11:13:29 PM
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Habitat: MountainUnderdark

MantiCure

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