Moon Beast

Large Fiend, Evil


  • Armor Class 17 (natural armor)
  • Hit Points 80 (1d4 + 5)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 18 (+4) 15 (+3) 16 (+3) 8 (-1)

  • **Condition Immunities All Mental Effects, Prone, Restrained, Webbed, Blinded

  • **Condition Resistance Advantage on Magic checks, Fire, Bludgeoning, Slashing, Piercing

  • **Condition Weakness Water, Lightning

  • **Senses Passive Perception 16, Dark Vision 100 ft

  • Languages Kadathi
  • Challenge 8 (8118 XP)

Multi Attack. Can use Frightful presence, and a attack using Vomit, or 2 Slam and a tentacle attack.

Frightful Presence Each hostile creature within 120 feet of the Moon Beast that is aware of it must succeed on a DC 14 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the Saving Throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the Moon Beast's Frightful Presence for the next 24 hours.

Adoptive Mass. The Moon Beast can squeeze through a space as narrow as 1 foot wide.

Magic Weapons. All attacks of the Moon Beasts are magical.

Inscrubable. The Moon Beast is immune to any effect that would sense its emotions, read its thoughts as well as any divination spell that it refuses.

Actions

Slam. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit 10 (2d10)

Tentacle. Melee Weapon Attack: +10 to hit, reach 15ft., one target. Hit 5 (1d6 + 2) If the target is large or smaller it is also grappled (Escape DC 14 strength). Until the grapple ends the target can not breathe. At the beginning of each of its turn a grappled creature takes (2d10). Another creature can pull a grappled creature by using an action and making a DC 14 strength check. Can use a bonus action to give advantage to a grappled creature. Moon Beast can have 2 creatures grappled at a time.

Vomit. Acid Weapon Attack: Moon Beast vomits out foul acidic liquid over a line that is 50ft long and 10 ft wide, all creatures in the line must make a 15 Dexterity Saving Throw, on a failed a creature becomes poisoned and has their movement halved. Creatures can repeat saving throw on next turn to rid themselves of vomit and its effects.


Credit: DM Matt of the Companions of the Silver Apple