Illhveli, Kembingur 2014
CR 12 monstrosity
Gargantuan monstrosity, chaotic evil
The kembingur has advantage on melee attack rolls against any creature that doesn’t have all its hp.
The kembingur can smell blood in the water within 5 miles of it. It can determine whether the blood is fresh or old and what type of creature shed the blood. In addition, the kembingur has advantage on Wisdom (Perception) and Wisdom (Survival) checks to find or track a creature that doesn’t have all its hp.
The kembingur can hold its breath for 1 hour.
The kembingur deals double damage to objects and structures.
Actions
The kembingur makes one bite attack and one tail attack.
Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 29 (6d6 + 8) piercing damage.
Melee Weapon Attack: +12 to hit, reach 20 ft., one target. Hit: 26 (4d8 + 8) bludgeoning damage.
The kembingur thrashes violently. Each creature within 20 feet of the kembingur must make a DC 17 Dexterity saving throw, taking 36 (8d8) bludgeoning damage on a failed save, or half as much damage on a successful one.
The water within 60 feet of the kembingur becomes difficult terrain for 1 minute. Each creature that starts its turn on the deck of a ship in this area must succeed on a DC 17 Dexterity saving throw or fall overboard.
Source: Tome of Beasts 2 (Kobold Press) · License: OPEN GAME LICENSE Version 1.0a details