Albino Moray (5e Creature)

Albino Moray

Huge beast, unaligned


Armor Class 16 (natural armor)
Hit Points 200 (16d12 + 96)
Speed 10 ft., swim 40 ft.


STR DEX CON INT WIS CHA
23 (+6) 14 (+2) 23 (+6) 2 (-4) 12 (+1) 1 (-5)

Saving Throws Strength +8, Constitution +8, Intelligence +0
Skills Perception +5
Damage Resistances poison
Senses darkvision 90 ft., passive Perception 15
Languages
Challenge 13 (10,000 XP)


Poison Mucus. While underwater, the albino moray is surrounded by a cloud of paralyzing poison slime. A creature that touches the albino moray, or that starts its turn or hits it with a melee attack while within 5 feet of it, must make a DC 15 Constitution saving throw. On a failure, the creature takes 9 (2d8) poison damage and is poisoned for 1 minute; a creature poisoned this way is incapacitated and can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. On a success, the creature takes half as much damage and isn’t poisoned.

Stunning Charge. If the albino moray moves at least 20 feet straight toward a creature and then hits it with a ram attack on the same turn, that target must succeed on a DC 18 Constitution saving throw or be stunned until the end of its next turn. If the target is stunned, the albino moray can make one bite attack against it as a bonus action.

Sunlight Sensitivity. While in sunlight, the albino moray has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Water Breathing. The albino moray can breathe only underwater.

ACTIONS

Bite. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 32 (8d6 + 4) piercing damage, and the target is grappled (escape DC 17). Until this grapple ends, the target is restrained and the albino moray can’t bite another target.

Ram. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 24 (4d8 + 6) bludgeoning damage.

Swallow. The albino moray makes one bite attack against a Medium or smaller creature it is grappling. If the attack hits, the target takes the bite's damage, the target is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the albino moray, and it takes 17 (5d6) acid damage at the start of each of the albino moray's turns. If the albino moray takes 30 damage or more on a single turn from a creature inside it, the albino moray must succeed on a DC 15 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the albino moray. If the albino moray dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 40 feet of movement, exiting prone.


A huge, pallid eel which dwells in underground lakes, preying on fish, smaller monsters, and anything else which comes too close. They have foul skin, coated in an awful-smelling poisonous mucus, which helps defend them from predators.


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