Belabra

Medium aberration, neutral

Armor Class

13 (natural armor)

Hit Points

39 (6d8 + 12)

Speed

5 ft., fly 30 ft.

STR

14 (+2)

DEX

15 (+2)

CON

14 (+2)

INT

7 (-2)

WIS

12 (+1)

CHA

11 (+0)

Senses

darkvision 60 ft., passive Perception 11

Skills

Stealth +4

Languages

--

Challenge

3 (700 XP)

Acidic Blood. Each time the belabra is hit with an attack that does piercing or slashing damage, all creatures within 10 feet of the belabra must make a DC 12 Dexterity saving throw or be sprayed with the belabra’s blood. On a failed save, the creature takes 4 (1d6 + 1) acid damage and has disadvantage on attacks, saving throws, or ability checks, due to sneezing and partial blindness, until the end of the belabra’s next turn.

Actions

Multiattack. The belabra makes three attacks: one with its slam and two with its tentacles. If it is grappling a target, it will bite the target in place of a tentacle attack.

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage.

Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage.

Tentacles. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) piercing damage, and target is grappled (escape DC 12). Until the grapple ends, the target is restrained and takes 4 (1d6 + 1) piercing damage from the tentacle barbs at the start of its turn. The belabra can grapple three targets at the same time.

medium
aberration
cr3
tome-of-horrors