Medium Aberration (Shapechanger), Unaligned
Armor Class 17 Natural Armor
Hit Points 100 (15d10 + 26)
Speed
STR
21 (+5)
DEX
23 (+6)
CON
15 (+2)
INT
7 (-2)
WIS
12 (+1)
CHA
12 (+1)
Saving Throws STR +8, DEX +9, CON +5
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Blinded, Charmed, Deafened
Senses Passive Perception 16
Languages It cannot understand language, but may mimic words and phrases it has heard.
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

Uncanny Mimicry. The Caoimhe can use its action to polymorph into an object, creature, element, or back into its true, amorphous form. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.  

False Appearance (Object Form Only). While the Caoimhe remains motionless, it is indistinguishable from an ordinary object.

Mesmerize. The Caoimhe can focus on one creature.  The creature must make a DC 18 wisdom saving throw or they become charmed in the following way.  The creature suddenly feels compelled to be alone.  If with a group they will attempt to plausibly excuse themselves and leave the area.  Creatures immune to charm are unaffected by this ability.

Ambusher. The Caoimhe has advantage on attack rolls against any creature it has surprised.

Grappler. The Caoimhe has advantage on attack rolls against any creature grappled by it.

Surprise Attack. If the Caoimhe surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 15 (5d6) damage from the attack.

 

Actions

Multiattack. The Caoimhe makes three melee attacks.  The attacks it may use should align with it's current form.

Pseudopod. Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 10 (3d6) necrotic damage.

Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 3) piercing damage plus 4 (1d8) necrotic damage.

Slam. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 4) bludgeoning damage.

Claws. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 15 (3d6 + 4) slashing damage.

Engulf. The Caoimhe moves up to its speed. While doing so, it can enter Large or smaller creatures' spaces. Whenever the Caoimhe enters a creature's space, the creature must make a DC 14 Dexterity saving throw.

On a successful save, the creature can choose to be pushed 5 feet back or to the side of the cube. A creature that chooses not to be pushed suffers the consequences of a failed saving throw.

On a failed save, the Caoimhe enters the creature's space, and the creature takes 10 (3d6) acid damage and is engulfed. The engulfed creature can't breathe, is restrained, and takes 21 (6d6) acid damage at the start of each of the Caoimhes turns. When the Caoimhe moves, the engulfed creature moves with it.

An engulfed creature can try to escape by taking an action to make a DC 15 Strength check. On a success, the creature escapes and enters a space of its choice within 5 feet of the Caoimhe.

If the Caoimhe shifts into a form that cannot realistically engulf the creature anymore (Such as a form that is not gelatinous or is smaller than the creature inside.), the creature will enter a space of its choice within 5 feet of the Caoimhe.

Bonus Actions

Liquid Dash. The Caoimhe becomes a moving liquid and is able to disengage and move up to 30ft to either and unoccupied or occupied space.  If the space it moves to is occupied, the creature must make a DC 12 Dexterity saving throw or be engulfed.  The Caoimhe may move to any space that water could move through while in this form.

Reactions

Liquid Escape. If the Caoimhe is below half of it's total health and takes damage, it becomes a moving liquid and is able to disengage and move up to 60ft to an unoccupied space.

Legendary Actions

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Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

Mythic Action Name. 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

It is an amorphous shape with a long neck and head that are stretching out to get a closer look. Occasionally a tentacle like appendage, covered in fingers, will slither out and grab some of the caves fauna.  The face it is creating on its head is generic to a fault. Resembling Noone in particular, but feeling dlfamiliar at the same time. Its skin seems to shimmer in the light, or maybe it's rapidly changing color? You can't tell.

 

Lair and Lair Actions

Caoimhes lairs can be found in flooded subterranean tunnels.  They often take up residence in an already occupied Troglodyte lair and slowly feed on the local population.  Anything that enters this lair will be treated as possible food, although the Caoimhe prefers to eat Troglodytes, and other smaller fresh water creatures.  In the absence of larger prey, it can survive off of insects and fungus.

Lair Actions

When entering it's lair, the Caoimhe can create various psychic effects.  It may execute any of the lair actions once per encounter. 

  • A convincing hallucination appears to a single creature.  The creature must make a DC 17 Wisdom saving throw or become enamored by the hallucination.  The creature will not harm itself intentionally, but may put itself in danger to try and retrieve the object.
  • Water in the Caoimhe lair becomes sticky.  Creatures must pass a DC 15 Athletics check to move in this sludge.  One a successful roll, the creature may move half it's movement.  Creatures may not dash while in the sludge.

 

Monster Tags: abberationambusher

Habitat: Any

shroom2021

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