Gibbering. The Crawler babbles incoherently while it can see any creature and isn't incapacitated. Each creature that starts its turn within 20 feet of the cralwer and can hear the gibbering must succeed on a DC 13 Wisdom saving throw. On a failure, the creature can't take reactions until the start of its next turn and rolls a d8 to determine what it does during its turn. On a 1 to 4, the creature does nothing. On a 5 or 6, the creature takes no action or bonus action and uses all its movement to move in a randomly determined direction. On a 7 or 8, the creature makes a melee attack against a randomly determined creature within its reach or does nothing if it can't make such an attack.
Keen Sight. The crawler has advantage on Wisdom (Perception) checks that rely on sight.
Spider Climb. The crawler can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Haircut. The crawler has disadvantage on Stealth checks do to its terrible haircut.
Multiattack. The crawler makes one tentacles attack and, if it can, uses its Sonic Screech.
Tentacles. Melee Weapon Attack: +4 to hit, reach 10 ft., one creature. Hit: 11 (2d8 + 2) poison damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. Until this poison ends, the target is restrained. The target can repeat the saving throw at the end of each of its turns, ending the poison on itself on a success.. If the target is Medium or smaller, it must succeed on a DC 12 Strength saving throw or be knocked prone. If the target is killed by this damage, it is absorbed into crawler.
Psychic Disturbance. Spell Save: DC 10, range 60 feet, one creature. Fail: 5 (2d4) psychic damage. The crawler targets one creature within 60 feet of it that can hear it (though it need not understand it) and starts insulting them. It must succeed on a Wisdom saving throw or take 2d4 psychic damage (included above) and have disadvantage on the next attack roll it makes before the end of its next turn.
Sonic Screech. Recharge 5–6. As a bonus action on its turn, the Karen Crawler unleashes a horrifying screech Each creature in a 15 foot cone must make a Dexterity Saving Throw (DC: 13), taking 3d6 thunder damage. An effected creature until the beginning of the Karen's next turn is deafened on a failed save and takes half damage on a successful save and is not deafened.
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