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.
20 (+5)
15 (+2)
18 (+4)
5 (-3)
14 (+2)
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/
Find the complete stats on: Open5e
Tome of Beasts 2, page no. 269