Dolgaunt
Dolgaunt CR: 3
STR
14 +2
DEX
18 +4
CON
12 +1
INT
13 +1
WIS
14 +2
CHA
12 +1
Evasion. If the dolgaunt is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the dolgaunt takes no damage if it succeeds on the saving throw, and only half damage if it fails. It can't use this trait if it's incapacitated. Unarmed Defence. While the dolgaunt is wearing no armour, and wielding no shield, its AC includes its Wisdom modifier.
Actions
Multiattack. The dolgaunt makes two tentacle attacks, and two unarmed strikes. Up to two tentacle attacks can be replaced by Vitality Drain. Tentacle. Melee Weapon Attack +6 to hit, reach 15 ft, one target. Hit 7 1d6+4 bludgeoning damage. The target is grappled (escape DC 12) if it is a Large or smaller creature. Until this grapple ends, the dolgaunt can't use the same tentacle on another tentacle. The dolgaunt has two tentacles. Unarmed Strike. Melee Weapon Attack +6 to hit, reach 5 ft, one target. Hit 6 1d4+4 bludgeoning damage. Vitality Drain. One creature grappled by a tentacle of the dolgaunt, must make a DC 11Constitution saving throw. On a failed save, the target must take 9 2d8 necrotic damage, and the dolgaunt regains a number of hit points equal to half the necrotic damage taken.
Suggested Environments
Anywhere marked by the Star Gods, their own hidden monasteries, and anywhere their masters send them.
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