Medium monstrosity, chaotic evil
- Armor Class
- 17
- Hit Points
- 168 (16d8 + 96)
- Speed
- fly 60 ft. (sky form only), swim 40 ft. (sea form only), 50 ft., burrow 40 ft. (land form only)
- Challenge
- 11 (7,200 XP)
- Saving Throws
- Str +9
- Skills
- Stealth +7, Perception +10
- Condition Immunities
- charmed; frightened
- Senses
- Darkvision 60 ft., passive Perception 20
- Languages
- understands Common but can't speak
Traits
The beast breathes air and water.
If the beast dies, its body dissolves into black goo, and it gains a new body after 1d10 days, reviving with all its Hit Points in a place of Malar's choosing.
If the beast fails a saving throw, it can choose to succeed instead.
The beast has Advantage on saving throws against spells and other magical effects.
The beast regains 20 Hit Points at the start of its turn. If the beast takes Radiant damage or damage from a Critical Hit, this trait doesn't function at the start of the beast's next turn. The beast dies only if it starts its turn with 0 Hit Points and doesn't regenerate.
Actions
The beast makes three attacks, using Bite or Claws in any combination.
Melee Attack Roll: +9, reach 5 ft. Hit: 23 (4d8 + 5) Piercing damage.
Melee Attack Roll: +9, reach 5 ft. Hit: 18 (3d8 + 5) Slashing damage. If the target is Large or smaller, it has the Prone condition.
Bonus Actions
The beast shape-shifts into its land form, sea form, or sky form and regains 9 (2d8) Hit Points. Its game statistics are the same in each form, except where noted. Any equipment it is wearing or carrying isn't transformed.