Monster
The Lonely
Outside your table’s allowed sources
Official reference · MTF · 2014
- Creature type
- Monstrosity
- Size
- Medium
- Armor class
- 16 (natural armor)
- Hit points
- 112 (15d8 + 45)
- Speed
- Walk 30 ft.
- Challenge rating
- 9
- Alignment
- Lawful Evil
- Strength
- 16
- Dexterity
- 12
- Constitution
- 17
- Intelligence
- 6
- Wisdom
- 11
- Charisma
- 6
- Passive Perception
- 10
- Senses
- darkvision 60 ft.
- Languages
- Common
- Resistances
- resist: bludgeoning, piercing, slashing; note: while in dim light or darkness; cond: True
Traits
Psychic Leech
At the start of each of the Lonely's turns, each creature within 5 feet of it must succeed on a DC 15 Wisdom saving throw or take 10 (3d6) psychic damage.
Thrives on Company
The Lonely has advantage on attack rolls while it is within 30 feet of at least two other creatures. It otherwise has disadvantage on attack rolls.
Actions
Multiattack
The Lonely makes one harpoon arm attack and uses Sorrowful Embrace.
Harpoon Arm
Melee Weapon Attack: +7 to hit, reach 60 ft., one target. Hit: 21 (4d8 + 3) piercing damage, and the target is grappled (escape DC 15) if it is a Large or smaller creature.
The Lonely has two harpoon arms and can grapple up to two creatures at once.
Sorrowful Embrace
Each creature grappled by the Lonely must make a DC 15 Wisdom saving throw. A creature takes 18 (4d8) psychic damage on a failed save, or half as much damage on a successful one. In either case, the Lonely pulls each creature grappled by it up to 30 feet straight toward it.