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<title>Nharyth</title>
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<body>
<h1>Nharyth</h1>
<p><em>Huge</em> <em>Aberration</em> <em>chaotic evil</em></p>
<ul>
<li><strong>Armor Class:</strong> 17 (natural armor)</li>
<li><strong>Hit Points:</strong> 168 (16d12+64)</li>
<li><strong>Speed:</strong> hover True ft. walk 0 ft. fly 40 ft.</li>
<li><strong>Challenge Rating:</strong> 9 (5,000 XP)</li>
<li><strong>Source:</strong> Tome of Beasts 2, page 269</li>
</ul>
<table>
<thead>
<tr>
<th>STR</th>
<th>DEX</th>
<th>CON</th>
<th>INT</th>
<th>WIS</th>
<th>CHA</th>
</tr>
</thead>
<tbody>
<tr>
<td>20 (+5)</td>
<td>15 (+2)</td>
<td>18 (+4)</td>
<td>5 (-3)</td>
<td>14 (+2)</td>
<td>7 (-2)</td>
</tr>
</tbody>
</table>
<ul>
<li><strong>Skills:</strong> perception +6, stealth +6</li>
<li><strong>Damage Resistances:</strong> bludgeoning, psychic</li>
<li><strong>Condition Immunities:</strong> blinded, deafened, paralyzed</li>
<li><strong>Senses:</strong> blindsight 120 ft. (blind beyond this radius), passive Perception 16</li>
<li><strong>Languages:</strong> understands Deep Speech but cant speak</li>
</ul>
<h3>Special Abilities</h3>
<ul>
<li><strong>Spine Trap:</strong> With 10 minutes of work, the nharyth can create a web of nearly transparent spines in a 20-foot cube. The web must be anchored between two solid masses or layered across a floor, wall, or ceiling. A web of spines layered over a flat surface has a depth of 5 feet. The web is difficult terrain, and the spines forming it are nearly transparent, requiring a successful DC 20 Wisdom (Perception) check to notice them.</li>
</ul>
<p>A creature that starts its turn in the web of spines or that enters the web during its turn must succeed on a DC 16 Dexterity saving throw or 1d4 spines stick to it. At the start of each of its turns, the creature takes 1d4 piercing damage for each spine stuck to it. A creature, including the target, can take its action to remove 1d4 spines. If a creature starts its turn with more than 4 spines stuck to it, the creature must succeed on a DC 16 Constitution saving throw or be paralyzed for 1 minute. The paralyzed creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.</p>
<p>The nharyth can plant up to 24 spines in a web when creating it. Once it has used 24 spines in webs, it must finish a long rest before it can use this trait again.</p>
<h3>Actions</h3>
<ul>
<li><strong>Multiattack:</strong> The nharyth makes two spined slap attacks. Alternatively, it can use Spine Shot twice.</li>
<li><strong>Spined Slap:</strong> Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 9 (1d8 + 5) bludgeoning damage plus 8 (1d6 + 5) piercing damage, and the target must succeed on a DC 16 Constitution saving throw or be paralyzed until the end of its next turn.</li>
<li><strong>Spine Shot:</strong> Ranged Weapon Attack: +6 to hit, range 30/120 ft., one target. Hit: 12 (3d6 + 2) piercing damage, and the target must succeed on a DC 16 Constitution saving throw or its speed is halved until the end of its next turn. If the nharyth scores a critical hit, the target doesn't make a saving throw and is paralyzed until the end of its next turn instead.</li>
</ul>
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