Raptor Eel
Traits
- Amphibious: The eel can breathe air and water.
- Cloud Diver: The eel can swim through clouds as if it were water.
- Evasive: Opportunity attacks are made with disadvantage against the eel.
Actions
- Multiattack: The eel makes two bite attacks.
- Bite: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 13 (3d6 + 3) piercing damage.
- Construct: As a bonus action, the eel may attempt to restrain a creature by coiling its body around the creature (escape DC 16). The targeted creature must win a contested strength roll against the eel to avoid being constrained. The eel has advantage on this roll. While constraining a creature the eel's movement is 0.
- Tranquilizing Bite: The raptor eel makes a venomous and electrically charged bite against a creature that is restrained by it. A restrained creature must succeed on a DC 14 Constitution saving throw or take 13 (3d6 +3) piercing damage, plus 11 (2d10) electric and 9 (2d8) poison damage and become paralyzed and poisoned. On a successful save, the target takes half electric and poison damage and is not paralyzed or poisoned. At the start of its turn, a paralyzed and/or poisoned creature may repeat the saving throw to cure itself of the effects.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
11 (+0) | 17 (+3) | 16 (+3) | 2 (-4) | 12 (+1) | 3 (-4) |
Armor Class: 13
Hit Points: 68
Speed: 0 ft., swim 40 ft., fly 40 ft.
Proficiency: +2
Saving Throws: DEX +5
Damage Resistance: Lightning
Damage Resistance: Poison
Senses: Darkvision 120 ft.
Languages: -
Challenge: 3 (700 XP)
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