Dark Young (5e Creature)

Dark Young

Huge aberration, chaotic evil


Armor Class 16 (natural armour)
Hit Points 168 (16d12 + 24)
Speed 40 ft., swim 30 ft.


STR DEX CON INT WIS CHA
22 (+6) 10 (+0) 18 (+4) 10 (+0) 16 (+3) 7 (-2)

Condition Immunities blinded
Senses blindsight 60 ft., passive Perception 13
Languages Tongue of the Old Ones
Challenge 8 (3,900 XP)


False Appearance. While the dark young remains motionless, it is indistinguishable from a mangrove tree.

Trample. When the dark young moves at least 20 feet in a straight line, all creatures within 5 feet it passes have to make a successful DC 15 Strength saving throw or fall prone. The dark young can make a stomp attack against one prone target as a bonus action.

ACTIONS

Multiattack. The dark young makes two attacks: one with its tentacle and one with its bite.

Tentacle. Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage. The target is grappled (escape DC 17). If the target is Large or smaller, it is also restrained until this grapple ends. While grappling the target, the dark young has advantage on attack rolls against it. The dark young has four tentacles, each of which can grapple only one target. When the dark young moves, any Large or smaller target it is grappling moves with it.

Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 19 (3d8 + 6) piercing damage.

Stomp. Melee Weapon Attack: +9 to hit, reach 5 ft., one prone creature. Hit: 24 (4d8 + 6) bludgeoning damage.


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The dark young are the descendants of the evil entity Shub-Niggurath. They are mostly solitary and feed on the body fluids and internal organs of other creatures. They have three feet, tentacles on their heads, many mouths and are as tall as a tree. Dark young are never found indoors and prefer to reside in forests where the trees camouflage them.


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