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
STR
16
+3
DEX
18
+4
CON
17
+3
INT
11
+0
WIS
5
−3
CHA
10
+0

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.