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