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SGttEH 322

Abductor
MEDIUM ABERRATION & HUMANOID LAWFUL EVIL

In the moonlit nights of Luyarnha, deformed humanoids loom, their monstrous forms stalking unsuspecting prey, abducting them as test subjects for their masters' heinous rituals and experiments. These wretched beings are called abductors—altered cursed-bloods bound in eternal servitude to the Obitus Scholare.

Short and gaunt, shrouded in darkened robes, its mouth sewn shut, each abductor carries a candle, an enchanted light that burns its soul to cloak its twisted flesh in shadows. Despite their fragile appearance, abductors possess unparalleled strength, their power enough to subdue even skilled warriors. Rarely do they employ lethal force, preferring to incapacitate their targets before devouring them with the ravenous maw of their conjoined twin, tucking them safely within the confines of their abdomen before delivering them unto their new home.


Armor Class: 16 (Studded Leather)

Initiative: +4 (14)

Hit Points: 84hp (13d8+26) 13d8+26

Speed: 25 ft, Climb 25 ft, 50 ft (run), Climb 50 ft (scramble)

Challenge: 4 (XP 1100; PB +2)
    MOD SAVE
STR 14 +2 +2
DEX 19 +4 +6
CON 14 +2 +4
    MOD SAVE
INT 12 +1 +1
WIS 12 +1 +1
CHA 12 +1 +1

Skills: Acrobatics +6, Athletics +6, Stealth +6

Resistances: Cold, Fire

Immunities: Charmed

Gear: Studded Leather

Senses: Darkvision 120 ft, Passive Perception 11

Languages: understands Deep Speech but can’t speak


Actions

Multiattack. The abductor makes two bushwhack attacks.

Bushwhack. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) bludgeoning damage. If the target is surprised, this attack is a critical hit.

Abduct. The abductor places an unconscious Medium or smaller creature within 5 feet of it into its body by opening the jaw located in its abdomen, abducting it. The abducted creature has total cover against effects outside the abductor and remains unconscious until released from the abductor’s body. If the creature is dying, it becomes stable but can’t gain hit points while in the abductor's body. If the abductor dies, or if it uses an action to release the abducted creature, the creature is released in an unoccupied space within 5 feet of the abductor. The abductor can have only one creature abducted at a time

Darklight Candle. The abductor casts darkness at 3rd- level, without material components, targeting its candle. While touching the candle, a creature can see through the darkness created by the spell.


Bonus Actions

Empower (Recharge 5-6). The abductor draws on dark powers. The next time it hits a creature with a melee attack before the end of its next turn, the target must make a DC 14 Constitution saving throw. On a failure, the target falls unconscious for 1 minute. The target repeats the saving throw whenever it takes damage and at the end of each of its turns, ending the effect on itself on a success.

Nimble Escape. The abductor takes the Disengage or Hide action.


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