Weakened Tremorsense. Whenever a creature within 80ft of the Blinded Tracker moves more than 15ft in one turn, the Blinded Tracker becomes aware of that creature's location until that creature's next turn. The same thing happens if it is hit by an attack from a creature within 40ft of it.
Silent motion. The Blinded Tracker makes no sound when it moves.
Curse and Blessing. The Blinded Tracker is always deafened and blinded. It has advantage on saving throws and ability checks.
Multiattack. The Blinded Tracker makes five melee attacks. It can replace two of them with a single use of Reel and any number of them with half that many Sound Shard attacks.
Slam. Melee Weapon Attack: +7 to hit, reach 15ft, one target. Hit: 32 (5d8+10) bludgeoning damage.
Slashing Thorns. Melee Weapon Attack: +7 to hit, reach 10ft, one target. Hit: 37 (5d8+15) slashing damage, and if the target is a medium or smaller creature, it is grappled. Whilst grappled, the creature is restrained, the Blinded Tracker can automatically hit it with this attack, and the creature takes 4d4 slashing damage at the start of each of the Blinded Tracker's turns, and the Blinded Tracker cannot use this leg to grapple another target. The Blinded Tracker has five legs, each of which can grapple one medium creature or two small or tiny creatures. If the Blinded Tracker is grappling three or more creatures with its legs its movement speed is halved and if it is grappling five creatures with its legs its movement speed is 0 and it cannot benefit from any bonus to its speed.
Sound Shard. Ranged Weapon Attack: +7 to hit, range 120ft, one target. Hit: 42 (4d10+20) thunder damage, and if the target is a creature it must make a DC15 constitution saving throw or be deafened for one minute.
Reel. Each creature grappled by the Blinded Tracker's legs is pulled
Sniff. The Blinded Tracker makes a Constitution check. It becomes aware of the location of all creatures within 30ft of it with hit points equal to or less than ten times the result of the check until those creatures' next turns.
The Blinded Tracker can take 3 legendary actions, only once per turn and only at the end of another creature's turn in the same combat. It regains spent legendary actions at the start of its turn.
Slam. The Blinded Tracker makes a Slam attack.
Sniff. The Blinded Tracker takes the Sniff bonus action.
Jump. The Blinded Tracker jumps up to 60ft in any direction.
Spew Goo (Costs three actions). Each creature within 20ft of the Blinded Tracker must make a DC 14 dexterity saving throw. On a failed save, the creature takes 4d8 acid damage and is restrained by acidic ochre goo. On a successful save, the creature takes half as much damage and isn't restrained. The goo disappears after one minute. Creatures restrained by the Blinded Tracker's goo take 2d8 acid damage at the start of each of their turns. A creature can escape from the goo by using their action to make a DC 17 strength check. If they succeed, they are no longer restrained. If they fail, they must make a DC 15 constitution saving throw or gain one level of exhaustion. Whenever a creature not restrained by the goo enters the goo's space (the area within 20ft of the Blinded Tracker when it used this ability) for the first time on their turn or starts their turn there, they must make a DC 19 dexterity saving throw or become restrained by the goo. The Blinded Tracker is aware of the locations of all creatures touching the goo as long as it is touching the goo as well.
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