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monsters/md/tome_of_beasts_2/spawn-of-hriggala.md
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# Spawn of Hriggala
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*Huge* *Fiend* *chaotic evil*
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- **Armor Class:** 16 (natural armor)
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- **Hit Points:** 138 (12d12+60)
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- **Speed:** burrow 30 ft. walk 40 ft.
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- **Challenge Rating:** 10 (5,900 XP)
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- **Source:** Tome of Beasts 2, page 89
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| STR | DEX | CON | INT | WIS | CHA |
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| --- | --- | --- | --- | --- | --- |
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| 25 (+7) | 7 (-2) | 21 (+5) | 6 (-2) | 8 (-1) | 4 (-3) |
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- **Saving Throws**: Con +9, Wis +3
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- **Skills:**
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- **Damage Immunities:** necrotic, poison
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- **Damage Resistances:** cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
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- **Condition Immunities:** poisoned
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- **Senses:** blindsight 30 ft., tremorsense 60 ft., passive Perception 9
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- **Languages:** Common, Darakhul, Void Speech
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### Special Abilities
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- **Magic Resistance:** The spawn has advantage on saving throws against spells and other magical effects.
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- **Tunneler:** The spawn can move through solid rock at half its burrow speed and leaves a 10-foot-diameter tunnel in its wake.
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### Actions
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- **Multiattack:** The spawn of Hriggala makes two attacks: one with its bite and one with its tendrils.
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- **Bite:** Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 20 (3d8 + 7) piercing damage. If the target is a Large or smaller creature, it is grappled (escape DC 17). Until this grapple ends, the target is restrained, and the spawn can't bite another target.
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- **Tendrils:** Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 17 (3d6 + 7) bludgeoning damage plus 14 (4d6) necrotic damage. If the target is a creature, it must succeed on a DC 17 Constitution saving throw or its hp maximum is reduced by an amount equal to the necrotic damage taken. This reduction lasts until the creature finishes a short or long rest. The creature dies if this effect reduces its hp maximum to 0. No physical trace of the creature remains when killed in this way.
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- **Escape the Material:** The spawn burrows at least 20 feet through natural rock and opens a portal to the plane of the undead at the end of this movement. The portal remains for 2d4 rounds. The spawn can't have more than one portal open at a time.
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