Foul Seeker (5e Creature)

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Foul Seeker[edit]

Medium aberration, chaotic evil


Armor Class 13 (natural armour)
Hit Points 32 (5d8 + 10)
Speed 25 ft.


STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 15 (+2) 11 (+0) 7 (-2) 9 (-1)

Saving Throws Wis +0
Skills Perception +2
Proficiency Bonus +2
Damage Resistances psychic
Senses darkvision 60 ft., passive Perception 12
Languages Deep Speech, Undercommon
Challenge 2 (450 XP)


Amphibious. The foul seeker can breathe air and water.

Insanity. The foul seeker has advantage on saving throws against being charmed or frightened.

Magic Resistance. The foul seeker has advantage on saving throws against spells and other magical effects.

Mimicry. The foul seeker can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful DC 14 Wisdom (Insight) check.

Otherworldly Perception. The foul seeker can sense the presence of any creature within 30 feet of it that is invisible or on the Ethereal Plane. It can pinpoint such a creature that is moving.

Sunlight Sensitivity. While in sunlight, the foul seeker has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

ACTIONS

Claws. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d6) slashing damage.

REACTIONS

Tail. When a creature provokes an opportunity attack from the foul seeker, the foul seeker can make the following attack instead of using its claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage.

Foul seekers are horrid abominations that inhabit the Underdark, for they hate the touch of the sun. They resemble humans, though their legs are far too short, causing their abnormally long arms to drag along the ground. Perhaps most disturbing of all are their unnatural faces, with eyes and mouths much too big, and noses and ears freakishly small. They also have tails far too short and unwieldy to be used in normal combat, though they are very heavy, and are used to devastating effect on unwary opponents. They are thoroughly mad, though this madness allows them somehow to avoid the worst of magic, and to see that which would otherwise be unseeable. They love to lure travellers to their dens using their powers of mimicry, then attacking and devouring them, often keeping skeletons around and speaking with them, apparently thinking that they will respond. For this reason, they are enamoured with the undead, often allying themselves with necromancers or powerful undead such as vampires.

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