DISPLACER NARWHAL (5th Edition Fantasy Monster)

 This monster is one that can be added to the "Damn It, Owen!" category of monsters.



DISPLACER NARWHAL

Huge monstrosity, unaligned

Armor Class 12 (natural armor)

Hit Points 65 (10d10+10)

Speed swim 60 ft.


Str 19 (+4) Dex 10 (+0) Con 13 (+1)

Int 3 (-4) Wis 12 (+1) Cha 7 (-2)


Skills Perception +3

Senses blindsight 120 ft., darkvision 60 ft.; passive Perception 13

Languages --

Challenge 3 (700 xp); Prof. Bonus +2

Avoidance. If the displacer narwhal is subjected to an effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only takes half-damage if it fails.

Displacement. The displacer narwhal projects a magical illusion that makes it appear to be swimming near its actual location, causing attack rolls against it to have disadvantage. If it is hit by an attack, this trait is disrupted until the end of its next turn. This trait is also disrupted while the displacer narwhal is incapacitated or has a swimming speed of 0.

Echolocation. The displacer narwhal can't use its blindsight while deafened.

Hold Breath. The displacer narwhal can hold its breath for 30 minutes.

Keen Hearing. The displacer narwhal has advantage on Wisdom (Perception) checks that rely on hearing.

Siege Monster. The displacer narwhal deals double damage to objects and structures.


ACTIONS

Multiattack. The displacer narwhal makes two attacks with its tentacles.

Tail Slap. Melee weapon attack: +6 to hit, 5-ft. reach, one target. Hit: 11 (2d6+4) bludgeoning damage and the target must make a DC 14 Constitution saving throw or be stunned until the end of its turn.

Tentacles. Melee weapon attack: +6 to hit, 15-ft. reach, one target. Hit: 11 (2d6+4) bludgeoning damage plus 4 (1d8) piercing damage.

Tusk. Melee weapon attack: +6 to hit, 10-ft. reach, one target. Hit: 13 (2d8+4) piercing damage.

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