Amphibious. The Ichormaw can breathe air and water.
Legendary Resistance (3/Day). If the Ichormaw fails a saving throw, it can choose to succeed instead.
Magic Resistance. The Ichormaw has advantage on saving throws against spells and other magical effects.
Magic Weapons. The Ichormaw's weapon attacks are magical.
Quietus Aura. The Ichormaw can deafen any noise within a 10 ft aura around it, as per silence. It can choose to make certain noises be unaffected in the aura. It also has expertise in Stealth checks.
Adaptive Camouflage. If the Ichormaw remains motionless for 1 minute, it can assume the appearance of the area around it, giving it advantage on Stealth checks.
Primeval Instinct. The Ichormaw has advantage on opportunity attack rolls and creatures provoke opportunity attacks from it even if they take the Disengage action. It may make a opportunity attack as a free action, up to five times a round.
Multiattack. The Ichormaw makes six attacks: one with its bite, two with its claws, two with it's talons and one with it's tail.
Bite. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 8) piercing damage plus 4 (2d6) acid damage.
Claw. Melee Weapon Attack: +13 to hit, reach 15 ft., up to three targets. Hit: 13 (2d6 + 8) slashing damage.
Talon. Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 15 (2d12 + 8) piercing damage.
Barbed Tail. Melee Weapon Attack: +13 to hit, reach 20 ft., one target. Hit: 15 (2d8 + 8) piercing damage. If the target is a Large or smaller creature, it must succeed on a DC 20 Strength saving throw or be pulled up to 20 feet towards the Ichormaw and is restrained.
Harrowing Screech. Each creature that is within 120 feet of the Ichormaw and can hear it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the Ichormaw's Harrowing Screech for the next 24 hours. The sound is audible for 1 mile.
Spellcasting (Psionics). The Ichormaw casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 18):
At will: minor illusion, mold earth, alarm, hunter's mark, pass without trace, darkness
3/day: vitriolic sphere, mind spike, dispel magic, haste
1/day each: hold monster, synaptic static
The Ichormaw can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The Ichormaw regains spent legendary actions at the start of its turn.
Detect. The Ichormaw makes a Wisdom (Perception) check.
Talon. The Ichormaw makes a talon attack.
Psionic Power (Costs 2 Actions). The Ichormaw casts a spell.
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