Crawler
Obojima: Tales from the Tall Grass p. 275 (Third Party)
- Size
- Large
- Type
- fiend (demon)
- Alignment
- neutral
- AC
- 15 (natural armor)
- Hit Points
- 110 (13d10+39)
- Speed
- walk 60 ft.
- Skills
- Perception +6, Stealth +8
- Senses
- Darkvision 120 ft.
- Passive Perception
- 16
- Languages
- Torum
- Challenge
- 4
Traits
Proficiency Bonus
+2
Hypnotic
A creature that starts its turn within 30 feet of the Crawler must succeed on a DC 12 Wisdom saving throw. On a failed save, the creature must use all of its movement to get as close to the Crawler as possible.
Natural Camouflage
The Crawler has advantage on Dexterity (Stealth) checks made to hide in swamp or wetland terrain.
Actions
Multiattack
The Crawler makes two melee attacks.
Squeeze
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage. If the target is a creature, it must also make a DC 12 Intelligence saving throw. On a failed save, the target loses its memory of the last 24 hours. The target regains these memories if it is targeted by the Greater Restoration spell.
Stomp
Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 8 (1d10 + 3) bludgeoning damage.
Other data
description
These demons inhabit swamps and forests, masquerading as mossy outcroppings or thick foliage as they wait in ambush for unsuspecting prey. It transfixes its prey with its hypnotizing eye before enveloping and draining its victim of its inner self and its memories. Although a crawler doesn't kill its victim itself, it condemns them to the dangerous Brackwater Wetlands without understanding the world around them, which usually means easy pickings for one of the swamp's other dangerous predators. Why these demons take the memories of poor travelers isn't known, but it is understood that these creatures revel in the consumption of them.