Piscoloth
Basic Information
Anatomy
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Amphibious: The piscoloth can breathe air and water. Innate Spellcasting: The piscoloth's innate spellcasting ability is Charisma (spell save DC 12). The piscoloth can innately cast the following spells, requiring no material components: 3/day each: blink, detect magic, meld into stone 1/day: phantasmal killer, stinking cloud Magic Resistance: The piscoloth has advantage on saving throws against spells and other magical effects. Magic Weapons: The piscoloth's weapon attacks are magical. Uncanny Senses. The piscoloth can't be surprised while it isn't incapacitated.
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: +7 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage. The target is grappled (escape DC 15) 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 14 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. Teleport: The piscoloth magically teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see.
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