Large Monstrosity, Neutral Evil
Armor Class 18 (natural armor)
Hit Points 93 (11d10 + 33)
Speed 10 ft., climb 10 ft., burrow 10 ft.
STR
18 (+4)
DEX
8 (-1)
CON
17 (+3)
INT
7 (-2)
WIS
14 (+2)
CHA
5 (-3)
Skills Perception +7, Stealth +6
Senses Darkvision 60 ft., Tremorsense 30ft, Passive Perception 17
Languages --
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

False Appearance. While the wringer remains motionless, it is indistinguishable from normal plants, branches, logs and rocks in swampy areas. In a cave, formations it blends with the likes of are stalagmites, pools of water or rocky areas such as partially collapsed sections.

Grasping Tendrils. The wringer can have up to four tendrils at a time. Each tendril can be attacked (AC 20; 15 hit points; immunity to poison and psychic damage). Destroying a tendril deals no damage to the wringer, which can extrude a replacement tendril on its next turn. A tendril can also be broken if a creature takes an action and succeeds on a DC 15 Strength check against it.

Spider Climb. The wringer can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Burrow. The wringer can only burrow into loose soil, rock or in mud (even in shallow water up to 3 ft. deep). Hardened or solid surfaces would prove too difficult.

Actions

Multiattack. The wringer makes four attacks with its tendrils, uses Reel, and can peform a Wring attack if one creature is grappled by two tendrils and pulled within' 5 ft. of it.

Wring. Melee Weapon Attack: +10 to hit, reach 5 ft., one target grappled by two tendrils. Hit: 22 (4d8 + 4) piercing damage as the creature is twisted overhead to squeeze out blood in into wringer's mouth below.

Tendril. Melee Weapon Attack: +7 to hit, reach 50 ft., one creature. Hit: The target is grappled (escape DC 15 with one tendril, DC 20 when grabbed by two) and takes 5 (2d4 + 2) piercing damage. Until the grapple ends, the target is restrained and has disadvantage on Strength checks and Strength saving throws, and the wringer can't use the same tendril on another target.

Reel. The wringer pulls each creature grappled by it up to 25 feet straight toward it.

Description

Living in both caverns and swamps, wringers feast on the blood of whatever they catch and wring out above them, casting aside the corpse to rot away. The wringer can blend into its environment by slinking into the nearby earth and lying in wait. Its stalk eyes appear as plants, branches and rock formations and are ever watchful. It also can sense nearby movement should it choose to burrow deeper. Either way it is almost always a surprise when the attack comes.

Trap Setting. Its abilities make it a master of hide and seek, sitting for days at a time waiting for someone or something to come along. It won't take long for it to reach out and seize the unsuspecting victim(s) with its tendrils making a sickening, suckling sound as it pulls them towards it. The jagged tendrils will twist the body to get every last drop. It's mangled left overs are the only warning an adventurer will get if not already picked over by other creatures who dare enter the area.

Strenuous Tendrils. A Wringer has for tendrils protruding from it's body, all with micro razor sharp hooks that dig in and hold tight. Struggling will only strengthen the grip as it drags its victim towards it. If a tendril is cut off or broken, a new one will replace it almost immediately.

Monster Tags: Misc Creature

Habitat: SwampUnderdark

SilmeUmbar

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