Piscoloth large fiend (yugoloth), chaotic evil
Armor Class 16 (natural armor) |
Hit Points 93 (11d10 + 33) |
Speed 30 ft., swim 30 ft. |
STR 19/+4
DEX 10/+0
CON 16 /+3
INT 12 /+1
WIS 11 /+0
CHA 8/-1
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Saving Throws Wis +2, Dex +2 Skills Perception +4 |
Damage Immunities poison |
Condition Immunities poisoned |
Senses darkvision 60 ft., passive Perception 14 |
Languages Abyssal, Infernal, telepathy 120ft. Actions | Multiattack. The piscoloth makes two pincer attacks. If the piscoloth is grappling a creature, the piscoloth can also use its tentacles once. Pincer. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) slashing damage. The target is grappled (escape DC 14) if it is a Large or smaller creature and the piscoloth doesn't have two other creatures grappled. Tentacles. One creature grappled by the piscoloth must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. Until this poison ends, the target is paralyzed. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. | Spellcasting At will: see invisibility, detect evil and good, blink, fear 3/day each: stinking cloud, meld into stone, phantasmal killer |
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