Multi-Tentacled Grasp.
The Coilspawn can grapple up to three Medium or smaller creatures at once. It can use a separate tentacle for each grapple. Grappled creatures are restrained instead of just grappled.
Restraining Flesh.
At the start of each of the Coilspawn’s turns, each creature it is grappling takes 2 (1d8) bludgeoning damage automatically.
Tentacled Mobility.
The Coilspawn can move at full speed while grappling one creature and at half speed while grappling two or more. It can climb while grappling without penalty.
Tentacle Grab. Melee Weapon Attack: +4 to hit, reach 10 ft., one target.
Hit: 6 (1d8 + 2) bludgeoning damage, and the target is grappled (escape DC 13). Until the grapple ends, the target is also restrained, and the Coilspawn cannot use that tentacle to grapple another creature.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one grappled creature.
Hit: 10 (2d6 + 2) piercing damage.
Pin and Feed (Recharge 5–6).
The Coilspawn slams all restrained creatures it is grappling to the ground. Each grappled creature must succeed on a DC 13 Strength saving throw or be knocked prone and take 7 (2d6) bludgeoning damage. On a success, the creature takes half damage and is not knocked prone.
Grapple
The Thrashling attempts to grapple a creature it hit with a Tentacle this turn. It can grapple up to two creatures at a time.
Description
he Vivisec Coilspawn is a creature bred not to kill, but to neutralize, capture, and feed. Its thick, gorilla-like frame is outfitted with slick, sinewy tentacles ending in barbed suckers. These appendages wrap around victims with unnatural strength and precision, pinning limbs and crushing breath from lungs before the monster leans in with a drooling maw to begin consumption.
Originally used to capture dissidents alive and bring them in for interrogation—or experimentation—the Coilspawn escaped containment during a facility breach in The Deep. It now stalks the dripping corridors, collecting prey it does not always kill.
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