Armor Class
17
Hit Points
22
(3d8 + 9)
Speed
20 ft., Swim 30 ft.
STR
14
(+2)
DEX
6
(-2)
CON
16
(+3)
INT
5
(-3)
WIS
7
(-2)
CHA
4
(-3)
Damage Resistances
Bludgeoning, Piercing, Slashing
Condition Immunities
Blinded, Charmed, Deafened, Exhaustion, Frightened, Paralyzed, Stunned
Senses
Blindsight 60, Passive Perception 8
Languages
--
Challenge
1 (200 XP)
Proficiency Bonus
+2
Traits
Colony Resistance. The coelenite has advantage on saving throws against spells and magical effects that target only it.
Limited Amphibiousness. The coelenite can breathe air and water, but it needs to be submerged at least once every 4 hours to avoid suffocating.
Actions
Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., 1 target. Hit: 9 (2d6 + 2) [bludgeoning] damage, or 5 (1d6 + 2) [bludgeoning] damage if the swarm has half its hit points or fewer. A target hit by the attack is grappled (escape DC 12). The coelenite has two claws, each of which can grapple one target.
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