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> ## Spawn of Doug
>*Large abberation, chaotic evil*
> ___
> - **Armor Class** 15
> - **Hit Points** 53 (7d10 + 14)
> - **Speed** 15ft., swim 60ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|12 (+1)|17 (+3)|14 (+2)|4 (-3)|15 (+3)|4 (-3)|
>___
> - **Condition Immunities** blinded
> - **Senses** passive Perception 13
> - **Languages** Understands Abyssal and Infernal But Can't Speak
> - **Challenge** Around 3 (Results May Vary)
> ___
> ***Where Two Are Gathered. *** When two or more spawn of Doug are within 5ft. of each other their inky forms begin to spread. The area fills with inky liquid and a 20-foot-radius sphere of ink centered on the  point between the creatures is created. The sphere spreads around corners, and its area is heavily obscured. A current of moderate or greater speed (at least 10 miles per hour) disperses it for 1d6 rounds.
>
> ***A Friend In Me*** If a Spawn of Doug uses the Help action on an ally it uses its move, its action, and bonus action to do so. If the ally attacks before the spawn's next turn, the first attack roll is made with advantage and 7 (1d8 + 3) necrotic damage is added to the hit made by the ally.
>
> ***Pod Tactics.*** The spawn of Doug has advantage on an Attack rolls against a creature if at least one other spwan of Doug is within 5 ft. of the creature and the spawn of Doug isn't Incapacitated.
>
>***Underwater Camouflage.*** The Spawn of Doug has advantage on Dexterity (Stealth) checks made while underwater.
>
>***Water Breathing.*** The Spawn of Doug can breathe only underwater.
>
> ### Actions
>***Tentacles.*** Melee Weapon Attack: +7 to hit, reach 15 ft., one target. Hit: 12 (2d8 +3) necrotic damage. If the target is a creature, it is Grappled (escpae DC 16). Until this grapple ends, the target is restrained, and the Spawn of Doug can't use its tentacles on another taret.