Unhindered Movement. The Fugitive Flayer can move unhindered through any creature smaller than it. If the Fugitive Flayer ends its turn sharing a space with another creature, that creature is moved to the nearest empty space.
Magic Resistance. The Fugitive Flayer has advantage on saving throws against spells and other magical effects.
Magic Weapons. The Fugitive Flayer's weapon attacks are magical.
Regeneration. The Fugitive Flayer regains half of all damage taken since its last turn (max 50) at the start of its first turn of the round if it is still above 0 hp.
Rib Cage. The Fugitive Flayer can place creatures restrained by it into the Rib Cage. All damage dealt to the Fugitive Flayer from inside the Rib Cage is halved. Creatures that start their turn in the Rib Cage take 5 (1d10) lightning damage. The creature may then make a DC 16 Dexterity saving throw to attempt to escape.
Multiattack. The Fugitive Flayer makes five attacks, two with its claws, one with its bite, one with its spear launcher, and one with its acid breath.
Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 15 (3d6 + 5) piercing damage.
Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage. On a hit the target must make a DC 16 Dexterity saving throw, being restrained on a failed save, if the target is still restrained on the Fugitive Flayer's next turn it is put into the Rib Cage.
Tail. Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: 12 (2d6 + 5) slashing damage. A target outside of 10 ft takes half as much damage as piercing.
Spear Launcher. Ranged Weapon Attack: +8 to hit, range 60/120 ft., one target. Hit: 8 (1d6 + 5) piercing damage.
Acid Breath (Recharge 5-6). The Fugitive Flayer exhales acid in a 10 foot cube anywhere within 20 feet of it. Each creature in the cube must make a DC 16 Dexterity saving throw, taking 3d8 acid damage on a failed save, or half as much on a successful one.
The Fugitive Flayer can take 3 Legendary Actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. Spent Legendary Actions are regained at the start of each turn.
Tail Attack. The Fugitive Flayer makes a tail attack.
Dash. The Fugitive Flayer can move half its movement speed without incurring opportunity attacks.
Description
A clockwork creation of Feldon, the gnome inventor, the Fugitive Flayer was intended to hunt down fugitives across the Sorean Dynasty. However, due to a malfunction in its threat detection the Fugitive Flayer now sees all humanoids as a threat and will attack on detection. Though the cage intended to hold fugitives functions, it slowly kills its captive, unintentionally.
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