| Mod | Save | ||
|---|---|---|---|
| STR | 15 | +2 | +2 |
| DEX | 8 | −1 | −1 |
| CON | 14 | +2 | +2 |
| Mod | Save | ||
|---|---|---|---|
| INT | 1 | −5 | −5 |
| WIS | 3 | −4 | −4 |
| CHA | 1 | −5 | −5 |
Fast Wrestler. The coral sentry doesn't have to spend extra movement to move a creatures Grappled by it if the creature is the coral sentry's size or smaller.
False Appearance. While the coral sentry remains motionless, it is indistinguishable from a normal coral.
Shards. Ranged Attack Roll: +1, range 30/60 ft. Hit: 4 (2d4 - 1) Piercing damage.
Constricting Coral. Melee Attack Roll: +4, reach 10 ft. Hit: 6 (1d8 + 2) Piercing damage. If the target is a Large or smaller creature, it has the Grappled condition (escape DC 12). Until the grapple ends, the target takes 4 (1d8) Piercing damage at the start of each of its turns, and the coral sentry can’t make Constricting Coral attacks.
Entangling Polyps (Recharge 5–6). The coral sentry casts the Entangle spell, using Constitution as the spellcasting ability (spell save DC 12).
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