Unending Hunger: If the Pale Eater consumes something organic it heals 25 hit points.
Legendary Resistance (3/Day). If the Pale Eater fails a saving throw, it can choose to succeed instead.
Multi Attack. The Pale Eater may regurgitate then make 3 attacks: 2 claw strikes, and 1 Bite.
Claw Strike. Melee Attack Roll: +8, reach 10 ft. Hit: 11 (2d6 + 5) Slashing damage plus 6 (2d6) Cold damage, and the target must make a DC 16 Strength saving throw or be restrained.
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 17 (2d12 + 5) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 32 (8d8) poison damage on a failed save, or half as much damage on a successful one.
Regurgitative Spew. Ranged Weapon Attack: +8 to hit, range 15/30 ft., one creature. Hit: The target must make a DC 15 Constitution saving throw, taking 24 (6d8) poison damage on a failed save and be poisoned, or half as much damage on a successful one.
The Pale Eater can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The Pale Eater regains spent legendary actions at the start of its turn.
Swallow. The Pale Eater attempts to swallow a creature thats in its jaws.
Claw Strike. The Pale Eater makes a Claw Strike attack.
Dash. The Pale Eater takes the dash action.
Lair and Lair Actions
A blood soaked chamber riddled with cages and chains. The odor of this room is that of rotten meat and death. A few small lamps give partial light to the chamber.
Lair Actions
On initiative count 20 (losing initiative ties), the Pale Eater takes a lair action to cause one of the following effects:
- An alarm starts to blare causing the Pale Eater to frenzy. The Pale Eater has advantage of all attacks, but disadvantage on all saving throws. (1)
- The ceiling starts to drip with blood, the floor becomes sticky and hard to walk through. The terrain becomes difficult. (2)
- 1d4 cages fall from the ceiling releasing "fresh meat" onto the battlefield. (3)
- The shadows in the room grow darker, and the temperature of the chamber becomes frigid: Make a DC: 15 CON save or become vulnerable to cold damage. (4)
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