Anemoberration, Common

Family: Anemoberration

Large aberration (brute), unaligned

Armor Class 13 (natural armor)
Hit Points 76 (9d10 + 27); Wound Threshold 19
Speed 15 ft., swim 30 ft.

STR DEX CON INT WIS CHA
18 (+4) 6 (-2) 16 (+3) 5 (-3) 10 (+0) 14 (+2)

Skills Stealth* +2, Perception +2
Damage Vulnerabilities radiant, thunder
Damage Resistances bludgeoning
Damage Immunities acid
Condition Immunities blinded, deafened
Senses blindsight 60 ft. (blind beyond this radius), passive Perception 12
Languages
Challenge 3 (700 XP)

SPECIAL TRAITS

  • Adaptive Camouflage. The anemoberration has advantage on Dexterity (Stealth) checks.

ACTIONS

  • Multiattack. The anemoberration makes two tentacle attacks. If both attacks hit the same target of Medium size or smaller, the target is grappled (DC 14 to escape) and the anemoberration can use Swallow on it as a bonus action.
  • Tentacles. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.
  • Engulf. The anemoberration engulfs a Medium or smaller target it is grappling. The engulfed target is blinded and restrained, and cannot breathe-it’s suffocating. It must succeed on a DC 13 Constitution saving throw at the start of each of the anemoberration’s turns or take 9 (2d4 + 4) acid damage. If the anemoberration moves, the engulfed target moves with it. The anemoberration can have only one target engulfed at a time.
  • Chimeric Cone (Recharge 5-6). The anemoberration emits a 30-foot cone of entropic psychic energy that affects sight and balance. Each creature in that area must make a DC 12 Intelligence saving throw, taking 10 (3d6) psychic damage on a failed save, or half as much damage on a successful one. On a failed save, the creature is also poisoned for 1 minute. A poisoned creature can repeat the saving throw at the end of each of its turns and end the effect on a successful save. Finally, if the initial saving throw is failed by 5 or more, the creature falls prone.

ABOUT

Anemoberrations, similar to sea anemones with their many tentacles, travel very slowly, whether on land or in the water. They fade into their environment, only to surprise their prey at the last second by bristling a wall of tentacles and attacking.

Section 15: Copyright Notice

The Creatures Rulebook for the Fateforge Role-Playing Game Copyright © 2021 Studio Agate.

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