Nharyth

Huge Aberration, chaotic evil (CR 9)

Armor Class 17 natural armor

Hit Points 168 (16d12+64)🎲

Speed 0 ft., fly 40 ft., hover true ft.


STR

20 (+5)

DEX

15 (+2)

CON

18 (+4)

INT

5 (-3)

WIS

14 (+2)

CHR

7 (-2)


Skills perception 6, stealth 6

Senses blindsight 120 ft. (blind beyond this radius), passive Perception 16

Languages understands Deep Speech but can’t speak

Challenge Rating 9

Actions

Multiattack.

The nharyth makes two spined slap attacks. Alternatively, it can use Spine Shot twice.

Spined Slap.

Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 9 (1d8 + 5) bludgeoning damage plus 8 (1d6 + 5) piercing damage, and the target must succeed on a DC 16 Constitution saving throw or be paralyzed until the end of its next turn.

Spine Shot.

Ranged Weapon Attack: +6 to hit, range 30/120 ft., one target. Hit: 12 (3d6 + 2) piercing damage, and the target must succeed on a DC 16 Constitution saving throw or its speed is halved until the end of its next turn. If the nharyth scores a critical hit, the target doesn’t make a saving throw and is paralyzed until the end of its next turn instead.


sizeHuge

typeAberration

group

alignmentchaotic evil

strength_save

dexterity_save

constitution_save

intelligence_save

wisdom_save

charisma_save

perception6

damage_vulnerabilities

damage_resistancesbludgeoning, psychic

damage_immunities

condition_immunitiesblinded, deafened, paralyzed

cr9

reactions

legendary_desc

legendary_actions

special_abilitiesname: Spine Trap,desc: With 10 minutes of work, the nharyth can create a web of nearly transparent spines in a 20-foot cube. The web must be anchored between two solid masses or layered across a floor, wall, or ceiling. A web of spines layered over a flat surface has a depth of 5 feet. The web is difficult terrain, and the spines forming it are nearly transparent, requiring a successful DC 20 Wisdom (Perception) check to notice them. A creature that starts its turn in the web of spines or that enters the web during its turn must succeed on a DC 16 Dexterity saving throw or 1d4 spines stick to it. At the start of each of its turns, the creature takes 1d4 piercing damage for each spine stuck to it. A creature, including the target, can take its action to remove 1d4 spines. If a creature starts its turn with more than 4 spines stuck to it, the creature must succeed on a DC 16 Constitution saving throw or be paralyzed for 1 minute. The paralyzed creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The nharyth can plant up to 24 spines in a web when creating it. Once it has used 24 spines in webs, it must finish a long rest before it can use this trait again.

spell_list

page_no269

document__license_urlhttp://open5e.com/legal

document__slugtob2

document__titleTome of Beasts 2

document__urlhttps://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/

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Tome of Beasts 2, page no. 269
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