Large Aberration, Chaotic Evil
Armor Class 17 (natural armor)
Hit Points 157 (15d10 + 75)
Speed 40 ft.
STR
20 (+5)
DEX
15 (+2)
CON
21 (+5)
INT
19 (+4)
WIS
17 (+3)
CHA
16 (+3)
Saving Throws STR +9, CON +9, WIS +7, CHA +7
Damage Resistances Cold, Fire, Lightning; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Poison
Condition Immunities Poisoned
Senses Truesight 120 ft., Passive Perception 13
Languages Abyssal, Common
Challenge 9 (5,000 XP)
Proficiency Bonus +4
Actions

Multiattack. The aqrabuamelu makes three attacks: two with its pincers and one with its spear. Alternatively, it makes two attacks with its pincers and one attack with it's stinger.

Pincer. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) bludgeoning damage. If the target is a Medium or smaller creature, it is grappled (escape DC 15). The aqrabuamelu has two pincers, each of which can grapple only one target.

Spear. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 10 (1d8+5) piercing damage.

Poison Stinger. The aqrabuamelu targets one creature it can see within 30 feet of it. If the target can see the aqrabuamelu, the target must succeed on a DC 18 Constitution saving throw against this magic or take 21 (6d6) poison damage and then be paralyzed for 1 minute, unless it is immune to poison damage. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If the target’s saving throw is successful, or if the effect ends on it, the target is immune to this aqrabuamelu's sting for 1 hour.

Nimrodd000

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