Search This Blog

Thursday, July 7, 2022

Piscoloth

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

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



No comments:

Post a Comment