Grimmsnarl (5e Creature)
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Medium fey, any alignment
Frisk. The grimmsnarl can make a Dexterity (Sleight of Hand) check as a bonus action.
Command Hair. The grimmsnarl has at least one 50-foot-long rope woven out of its hair. As a bonus action, the grimmsnarl commands one such rope within 30 feet of it to move up to 20 feet and entangle a Large or smaller creature that the grimmsnarl can see. The target must succeed on a DC 13 Dexterity saving throw or become grappled by the rope (escape DC 13). Until this grapple ends. the target is restrained. The grimmsnarl can use a bonus action to release the target, which is also freed if the grimmsnarl dies or becomes incapacitated. A rope of grimmsnarl hair has AC 20 and 20 hit points. It regains 1 hit point at the start of each of the korred's turns while it has at least 1 hit point and the grimmsnarl is alive. If the rope drops to 0 hit points, it is destroyed.
Multiattack. The grimmsnarl makes two attacks, either with its False Surrender or its Spirit Break.
False Surrender. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 18 (3d8 + 5) slashing damage. This attack can't gain disadvantage from any source.
Spirit Break (Recharge 5-6). Melee Weapon Attack: +8 to hit, reach 5ft., one target. Hit: 22 (5d6 + 5) bludgeoning damage. If the target is a creature, it must succeed on a DC 16 Wisdom saving throw or have disadvantage on spell attack rolls for 1 minute. While affected in this way, the grimmsnarl has advantage on saving throws against effects originating from the target. A creature can repeat the saving throw at the end of each of its turns ending the effect on a success.
Prankster. When a creature misses the Grimmsnarl with an attack, it can immediately use its reaction make a false surrender attack against the creature.