Small Monstrosity, Unaligned
Armor Class 13 Slick Hide
Hit Points 18 (4d6 + 4)
Speed 5 ft., Swim 40 ft.
STR
10 (+0)
DEX
14 (+2)
CON
12 (+1)
INT
2 (-4)
WIS
10 (+0)
CHA
3 (-4)
Skills Stealth +4
Damage Resistances Cold
Senses Darkvision 60 ft., Passive Perception 10
Languages --
Challenge 1/2 (100 XP)
Proficiency Bonus +2
Traits

Blood Frenzy. The Lamprey has advantage on melee attack rolls against any creature that doesn't have all its hit points while the Lamprey is in water.

Swarm Instinct. If another Abyssal Lamprey is within 5 ft. of the same target, the lamprey deals +2 damage on its bite. 

Amphibious. The Lamprey can breathe air and water.

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage. If the target is Medium or smaller, the Lamprey attaches to the target.

Blood Drain (Attached Only). While attached, the Lamprey deals: 5 (1d6 + 2) necrotic damage at the start of its turn. The Lamprey remains attached until: it or the target dies, it is forcibly removed, or the target uses an action to pull it off (Strength check DC 12). Removing the Lamprey deals 2 (1d4) slashing damage to the creature it was attached to.

Reactions

Death Burst — Abyssal Blood. When an Abyssal Lamprey dies, it releases dark corrupted blood into the water. Creatures within 5 ft. underwater must succeed on a DC 11 Consitution saving throw or take 3 (1d6) poison damage. 

Description

Abyssal Lampreys almost never appear alone. These creatures are believed to have been twisted by the influence of Nhal'voryx, the god of the abyss. They glow faintly in deep water and are often seen circling the corpses of drowned sailors.

TheFoxWizard

Comments

Posts Quoted:
Reply
Clear All Quotes