Medium Or Small Monstrosity
Armor Class 15 Natural Armor
Hit Points 39 (5d12 + 8)
Speed
STR
18 (+4)
DEX
20 (+5)
CON
16 (+3)
INT
17 (+3)
WIS
15 (+2)
CHA
3 (-4)
Saving Throws STR +6, DEX +7, WIS +4
Damage Vulnerabilities Fire, Slashing
Damage Resistances Cold
Damage Immunities Acid, Lightning, Necrotic, Radiant
Condition Immunities Blinded, Deafened, Frightened, Grappled, Unconscious
Senses Passive Perception 10
Languages --
Challenge 1/4 (50 XP)
Proficiency Bonus +2
Actions

Grasp. The tendril flings itself at you, latching on to anything it can.

Action Melee Attack. Melee Weapon Attack: +8 to hit, reach 50 ft., 1 target. Hit: 15 (3d6 + 4) [acid] damage. 

Spikeshot. RangedWeapon Attack: +6 to hit, range 50/200 ft., 2 target. Hit: 20 (4d8 + 2) [piercing] damage.

Bonus Actions

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

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

A crimson colored tentacle sprouting from seemingly nothing in the ground.

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.

Candlewink