Psychic link. This creature can communicate telepathically with any others of the same species within a 200ft radius of it.
Abomination of nature. This creature has a horrifying appearance and emanates a malignant aura. Creatures that are not animals or beasts must pass a DC15 wisdom saving throw when the presence of the creature is made known to them or be frightened for one turn. Animals or beasts type creatures must pass a DC18 wisdom saving throw instead or be frightened for two turns.
Consumption. The creature when out of combat can inject any dead or incapacitated creature that has flesh and/or bodily fluids and drain them from their body over the period of 1d10 + 5 minutes. It regains 3d10 hit points from this.
Sensitive skin. The creatures skin is sensitive to light and fire damage. It will also attack at disadvantage when in direct sunlight or exposed to very bright lights, they are unaffected by regular bright light.
Multiattack. The creature makes two attacks: Two extraoral digestion attacks.
Extraoral Digestion. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 8 (2d8 + 6) Piercing damage. When a creature is hit by this attack, they are injected by digestion enzymes which will give them the poisoned condition, for every turn they have the poisoned condition they will take 1d3 acid damage, they also take this damage immediately after the initial hit and after will continue to take 1d3 acid at the end of every round until the effect is removed. If this attack is used against a target that has taken damage due to the poisoned effect caused by the enzymes, the creature will instead suck out the victims dissolved fluids, causing the creature to healing a the damage that the enzymes had dealt so far. When the creature sucks out the the afflicted ones dissolved fluids, the poison effect is removed.
Acidic Vomit. RangedWeapon Attack: +6 to hit, range 10/30 ft., one target. Hit: 8 (1d12 + 5) Acid damage. The creature projectile vomits stomach acid at the victim, those hit by this attack will receive the poisoned effect for one round.
Description
Albino Liquidators are large pale creatures with lanky and bony bodies that live in typically isolated areas, they have no eyes typically but the ones who do cannot see with them. They are very fast and agile and prefer to hunt in groups of two - three, their skin is very tough and leathery but sensitive to sunlight and very bright lights. They never appear during the day and are only active at night, unless it's the one guarding the entrance to their nest. These creatures ley fleshy eggs inside the corpses they drag to their nests so that the hatchlings may drink the corpses fluids for nutrients, the eggs are small in size.
These creatures also find it very hard to swim and drown often when attempting to, they usually avoid crossing bodies of water. They are are also able to burrow to a degree, but typically do not unless expanding their caves chambers.
Lair and Lair Actions
These creatures live in long subterranean caves that have many chambers to them. The walls of these caves are typically covered in a brown mucus of some sort that is created by the Albino Liquidators and insulates the interior of the cave, it is safe to touch this mucus and tastes like applesauce for whatever reason. The chambers of the caves typically consist of a hatchery, a food storage chamber, a moss chamber, a nursery, and a sleeping chamber.
Albino Liquidators almost always send at least one of their own to guard the entrance of their cave all day and night. The guard will be replaced after a week to let it rest, or sooner if it dies.
These caves can contain up to twenty of these creatures, with a minimum being six.
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