Cragger


 

Cragger, CR 8

Large aberration, chaotic neutral
Armor Class 14
Hit Points 78 ( 12d10+12 )
Spell Points
Speed 10ft Fly: 40ft

STR

17
+3

DEX

15
+2

CON

13
+1

INT

14
+1

WIS

13
+1

CHA

15
+2

Proficiency Bonus 3
Skills Stealth 1d20+5
Senses Darkvision 60 ft., Passive Perception 9
Languages Deep Speech

Special Abilites

Damage Transfer. While attached to a creature , the cragger takes only half the damage dealt to it (rounded down), and that creature takes the other half.   False Appearance. While the cragger remains motionless without its underside exposed, it is indistinguishable from rugged, jutting rock.   Light Sensitivity. While in Bright light , the cragger has Disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight.   Non-breathing Physiology. The cragger does not need to breathe to survive.

Actions

Multiattack. The cragger makes two attacks: one with its bite and one with its tail.   Bite. Melee Attack: 1d20+6 to hit, reach 5 ft., one target. Hit: 10 ( 2d6+3 ) Piercing Damage. If the cragger has Advantage against the target, the cragger attaches to the target's head, and the target is Blinded and unable to breathe while the cragger is attached. While attached, the cragger can make this attack only against the target and has advantage on the attack roll. The cragger can detach itself by spending 5 feet of its movement. A creature, including the target, can take its Action to detach the cragger by succeeding on a DC(article:df7a492f-6d18-434e-9c5d-230107284a95) 16 @[Strength check.   Tail. Melee Attack: 1d20+6 to hit, reach 10 ft., one target. Hit: 7 ( 1d8+3 ) Slashing Damage.   Moan. Each creature within 60 feet of the cragger that can hear its moan and that isn't an Aberration must succeed on a DC(article:df7a492f-6d18-434e-9c5d-230107284a95) 13 @[Wisdom saving throw or become Frightened until the end of the cragger's next Turn. If a creature's saving throw is successful, the creature is immune to the cragger's moan for the next 24 hours.   Phantasms (Recharges after a Short or Long Rest). The cragger magically creates three illusory duplicates of itself if it isn't in bright light. The duplicates move with it and mimic its actions, shifting position so as to make it impossible to track which cragger is the real one. If the cragger is ever in an area of bright light, the duplicates disappear.   Whenever any creature targets the cragger with an attack or a harmful spell while a duplicate remains, that creature rolls randomly to determine whether it targets the cragger or one of the duplicates. A creature is unaffected by this magical effect if it can't see or if it relies on senses other than sight.   A duplicate has the cragger's AC and uses its saving throw. If an attack hits a duplicate, or if a duplicate fails a saving throw against an effect that deals damage, the duplicate disappears.

Legendary Actions

The cragger can take 3 epic actions, choosing from the options below. Only one epic action option can be used at a time and only at the end of another creature's Turn. The cragger regains spent epic actions at the start of its turn.   Tail. The cragger makes one tail attack.   Bite. The cragger makes one bite attack against a creature it is already attached to.   Hide (Costs 3 Actions). If the cragger has at least one phantasm active, it can make a Dexterity (Stealth) check to hide even while in plain sight.



 
 

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