- Swarming Assault.
Deal 1D6 damage. ON HIT, give the target disadvantage on their next STR SAVE.
- •Clumsy Grapple.1d4.
The creature attempts to clumsily grapple their target, forcing a DC12 STR SAVE with advantage. If failed the target is grappled. This attack can be interposed.
- •Siphon.1d6, or 1d10 if grappled.
The face of the creature splits open, causing immense stress and pain to its target. If the attack would reduce their HP to 0, the target must make a DC10 WIL SAVE or be Siphoned. If this attack would reduce an enemy to 0 while they are siphoned, they must make a DC 8 INT SAVE. Or permanently lose a sense of self or take on 3 wounds.
If a character of this entity has damaged attempts to move, the entity can move up to 4 spaces in pursuit. If the entity would take damage, after taking the damage the can move up to 4 spaces in fear.
- •Skittering assualt.1d6+3.
The entity moves 4 spaces, then attacks. If the target attempts to defend, the entity will attempt to grab its arms and legs. The target must make a DC 12 DEX SAVE or be grappled.
- •Panicked Assault.1d8+3.
Range 4 The entity grabs the rubble and debris from its surroundings and throws it at the target. If the target defends, the entity locks gaze. The target must make a DC 12 WIL SAVE or be frightened until they can damage the entity or break line of sight.
Aura 5, The wailing abomination begins to sing a dreadful melody. She creates an aura surrounding her, imposing disadvantage on all WIL saves.
- •Scream of Despair.1d8+3.
Range 4, the aberration screeches in melancholic despair; the sound wounds the body and spirit, imposing a dramatic weight on the target. On hit, the target has disadvantage on their next INT SAVE.
- •Albatross of despair.1d4+3.
The Aberration attempts to grapple its target, wrapping its overly long arms around them and pulling them to the ground. The target must succed a 13 DC STR SAVE or be grappled and restrained. All damage that would affect the target also affects the aberration. The target cannot ungrapple themselves unless they receive help from a companion.
Range 5, 1D10+3, 1/Encounter The entity slams the ground, creating heated fissures that splash recently molten earth in an area around the target. All spaces surrounding the target and between the target and the entity are difficult terrain until the end of the encounter.
- •Tantrum.2d6+3.
Reach 1 The beast flails wildly, attempting to utterly crush their target.
- •Rock Fling.1d12+3.
Range 5 The beast rips a stone from the earth, flinging it at a target.