33 lines
1.9 KiB
Markdown
33 lines
1.9 KiB
Markdown
# Tembril
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*Large* *Monstrosity* *unaligned*
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- **Armor Class:** 15 (natural armor)
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- **Hit Points:** 114 (12d10+48)
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- **Speed:** walk 40 ft.
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- **Challenge Rating:** 6 (2,300 XP)
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- **Source:** Tome of Beasts 2, page 344
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| STR | DEX | CON | INT | WIS | CHA |
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| --- | --- | --- | --- | --- | --- |
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| 19 (+4) | 14 (+2) | 18 (+4) | 4 (-3) | 15 (+2) | 16 (+3) |
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- **Skills:** perception +5, stealth +8
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- **Damage Resistances:** cold
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- **Senses:** darkvision 60 ft., passive Perception 15
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- **Languages:** —
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### Special Abilities
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- **Ambusher:** In the first round of combat, the tembril has advantage on attack rolls against any creature it has surprised.
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- **Nimble Leap:** The tembril can take the Dash or Disengage action as a bonus action on each of its turns.
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### Actions
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- **Multiattack:** The tembril makes three attacks: one with its bite and two with its claws.
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- **Bite:** 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.
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- **Claws:** Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.
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- **Maddening Chitter (Recharge 6):** 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.
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