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<title>Tembril</title>
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<h1>Tembril</h1>
<p><em>Large</em> <em>Monstrosity</em> <em>unaligned</em></p>
<ul>
<li><strong>Armor Class:</strong> 15 (natural armor)</li>
<li><strong>Hit Points:</strong> 114 (12d10+48)</li>
<li><strong>Speed:</strong> walk 40 ft.</li>
<li><strong>Challenge Rating:</strong> 6 (2,300 XP)</li>
<li><strong>Source:</strong> Tome of Beasts 2, page 344</li>
</ul>
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<thead>
<tr>
<th>STR</th>
<th>DEX</th>
<th>CON</th>
<th>INT</th>
<th>WIS</th>
<th>CHA</th>
</tr>
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<td>19 (+4)</td>
<td>14 (+2)</td>
<td>18 (+4)</td>
<td>4 (-3)</td>
<td>15 (+2)</td>
<td>16 (+3)</td>
</tr>
</tbody>
</table>
<ul>
<li><strong>Skills:</strong> perception +5, stealth +8</li>
<li><strong>Damage Resistances:</strong> cold</li>
<li><strong>Senses:</strong> darkvision 60 ft., passive Perception 15</li>
<li><strong>Languages:</strong></li>
</ul>
<h3>Special Abilities</h3>
<ul>
<li><strong>Ambusher:</strong> In the first round of combat, the tembril has advantage on attack rolls against any creature it has surprised.</li>
<li><strong>Nimble Leap:</strong> The tembril can take the Dash or Disengage action as a bonus action on each of its turns.</li>
</ul>
<h3>Actions</h3>
<ul>
<li><strong>Multiattack:</strong> The tembril makes three attacks: one with its bite and two with its claws.</li>
<li><strong>Bite:</strong> Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage. If the tembril scores a critical hit against a Medium or smaller target and the damage reduces the target to below half its hp maximum, the target must succeed on a DC 15 Constitution saving throw or be instantly killed as its head is removed. A creature is immune to this effect if it is immune to piercing damage or doesn't have or need a head.</li>
<li><strong>Claws:</strong> Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.</li>
<li><strong>Maddening Chitter (Recharge 6):</strong> The tembril chitters maddeningly in a 30-foot cone. Each creature in that area must make a DC 15 Wisdom saving throw. On a failure, a creature takes 21 (6d6) psychic damage and is incapacitated for 1 minute. On a success, a creature takes half the damage and isn't incapacitated. If a creature fails the saving throw by 5 or more, it also suffers short-term madness. An incapacitated creature can repeat the saving throw at the end of each of its turns, ending the incapacitated condition on itself on a success.</li>
</ul>
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