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Monster

Farastu Stalker

Medium Fiend · Neutral Evil

Minsc and Boo's Journal of Villainy Page 135
Armor Class 16
Hit Points 71 (11d8 + 22)
Speed Walk 40 ft.
CR 7
STR 19 +4
DEX 13 +1
CON 14 +2
INT 8 -1
WIS 12 +1
CHA 16 +3

Traits

Adhesive Slime

The farastu secretes a thick, tar-like slime and it can choose to use this slime to secure enemies that it has or to make weapons become attached to it. It is able to end the adhesion with a bonus action, causing all items and creatures secured to it to be released. The adhesion also ends after the farastu dies.

Devil's Sight

Magical darkness doesn't impede the farastu's darkvision.

Keen Smell

The farastu has advantage on Wisdom () checks that rely on smell.

Magic Resistance

The farastu has advantage on saving throws against spells and other magical effects.

Magic Weapons

The farastu's weapon attacks are magical.

Reckless

At the start of its turn, the farastu can gain advantage on all melee weapon attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next turn.

Actions

Multiattack

The farastu makes one Bite attack and two Claws attacks.

Bite

Melee Weapon Attack +7 to hit, reach 5 ft., one target. 11 () Piercing damage.

Claws

Melee Weapon Attack +7 to hit, reach 5 ft., one target. 7 () Slashing damage. The target is held fast by the farastu's adhesive slime ( condition, escape DC 15) if the farastu isn't already grappling a creature.

Reactions

Adhesive Hide

After taking damage from a melee weapon, the farastu uses its reaction to attach the weapon to its hide. The attacker must make a DC 15 Dexterity saving throw. On a failure, the weapon becomes attached to the farastu's adhesive hide until the farastu dies or releases the weapon. A creature can also use an action to make a DC 15 Strength check, prying the weapon free from the farastu, if successful.
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