Large Aberration, Chaotic Evil
Armor Class 14 (natural armor)
Hit Points 85 (11d10 + 33)
Speed 30 ft., Swim 40 ft.
STR
18 (+4)
DEX
14 (+2)
CON
16 (+3)
INT
5 (-3)
WIS
11 (+0)
CHA
5 (-3)
Skills Acrobatics +5, Athletics +5, Perception +4
Damage Immunities Poison
Condition Immunities Poisoned
Senses Darkvision 60 ft., Passive Perception 16
Languages Abyssal, Common, Deep Speech Understands Deep Speech, Common and Abyssal
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

Amphibious. The Boark breath can breathe air and water.

Sense Magic. The Boark automatically senses divine magic within 240 feet of it. This trait otherwise works like the detect magic spell but isn't itself magical and is constantly active.

Actions

Multiattack. The Boark makes two limb attacks (arms or legs) due to its uncanny flexibility. If it is grappling a creature, the Boark can also use its tongue once.

Viscid grasp. Weapon Melee Attack: +7 to hit, reach 10 ft., one target. Hit: 11 (2d6 +6) bludgeoning damage. The target is grappled (escape DC 15) if it is a Large or smaller creature and the Boark doesn't have two other creatures grappled.

Tongue caress. One creature grappled by the Boark must succeed on a DC 15 Constitution saving throw or be poisoned for 1 minute. Until this poison ends, the target is paralyzed. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Leap.  As its movement, the Boark may make a standing jump of up to 40 feet. The creature moves with such sudden speed that it does not trigger an opportunity attack UNLESS the attacker makes a DC 15 Dexterity saving throw.

Previous Versions

Name Date Modified Views Adds Version Actions
10/29/2019 9:38:25 PM
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Coming Soon
10/29/2019 9:42:49 PM
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Coming Soon
thekingofdoors

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