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Tembril 2014

CR 6 monstrosity

Large monstrosity, unaligned


Armor Class
15 (natural armor)
Hit Points
114 (12d10+48)
Speed
40 ft.

STR19 (+4)
DEX14 (+2)
CON18 (+4)
INT4 (-3)
WIS15 (+2)
CHA16 (+3)

Saving Throws
Skills
Perception +5, Stealth +8
Resistances
cold
Senses
darkvision 60 ft., passive Perception 15
Languages
—
Challenge
6 (2,300 XP) · Proficiency Bonus +3

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.

Source: Tome of Beasts 2 (Kobold Press) · License: OPEN GAME LICENSE Version 1.0a details