Large Aberration
Armor Class 9 Natural
Hit Points 13 (2d8 + 5)
Speed 0 ft., Only moves along its terrain
STR
17 (+3)
DEX
14 (+2)
CON
18 (+4)
INT
9 (-1)
WIS
7 (-2)
CHA
1 (-5)
Senses Passive Perception 20
Languages --
Challenge 2 (450 XP)
Proficiency Bonus +2
Traits

Attached: it cannot be moved from its original spot but can be moved if said original spot moves (if the place he is attached to blows up, he moves along with the object)

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., 1 target. Hit:  25(5d6 + 10) piercing damage. 

Tendril. Ranged Weapon Attack: +5 to hit, range 75/120 ft., 1 target. Grapples a target and pulls it 30 feet closer every turn, the grapple escape dc is 13 plus atlhetics

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

One of the few members of the arutkem family, it tends to sprouts from the ceiling and grapples prey and spits their bones out when its finished

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.

Habitat: Underdark

Farael_moges

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