Eldritch
The Wake does not welcome travelers. It does not warn them, either. It simply watches. And somewhere, beneath it all, something is waiting and watching. Welcome To Sallow Wake.
Author's Note: The land shifts in ways it shouldn’t. Shadows linger where there is no light. The maps no longer match the roads. Places appear where none should exist, and voices speak from behind doors that were never built.
The scholars say history is unraveling, folding in on itself, changing in ways no one understands. The prophets whisper that nothing was ever whole to begin with
The sky still holds, the world still stands—but somewhere, something is watching, waiting for the pieces to settle.
They never do.
Played | 23 times |
Cloned | 1 times |
Created | 35 days ago |
Last Updated | 4 days ago |
Visibility | Public |
HP Range110 - 175 (Avg: 143)
AC17
XP5500
Description
The Tendril Gazer is a big monstrosity that instills fear in all who encounter it. With three piercing eyes and razor-sharp fangs, it hunts its prey using its long, flexible tendrils to ensnare and devour.
Details
Size | Large |
Type | Monstrosity |
CR | 15 |
XP | 5500 |
Languages | understands Common but cannot speak |
Defenses
Armor Class | 17 |
HP Range | 110 - 175 (Avg: 143) |
Damage Vulnerabilities | None |
Damage Resistances | None |
Damage Immunities | None |
Condition Immunities | None |
Actions
Bite
Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 30 (4d10 + 6) piercing damage.
Eye Beam (Recharge 5-6)
The Tendril Gazer fires a beam from one of its eyes. Each creature in a 60-foot line must make a DC 18 Dexterity saving throw, taking 45 (10d8) force damage on a failed save, or half as much damage on a successful one.
Multiattack
The Tendril Gazer makes three tendrils attack and a shrieking voice sound
Tendril Grab
Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 25 (3d10 + 6) slashing damage, and the target is grappled (escape DC 20).