Nightcrawler

== Nightcrawler ==
Large aberration, neutral evil
Perception: +14; darkvision
Languages: Common, Undercommon
Skills: Acrobatics +15, Stealth +15
Str +4, Dex +5, Con +3, Int -2, Wis +2, Cha -3
AC 24; Fort +12, Ref +15, Will +10
HP: 120; Immunities: precision
Speed: 30 feet, climb 30 feet, fly 60 feet
Melee: jaws +17 (reach 10 feet), Damage 2d10+6 piercing plus Grab
Melee: fangs +17 (agile, reach 10 feet), Damage 2d6+6 piercing plus venom
Ranged: web +15 (range increment 30 feet), Damage 2d6+6 bludgeoning plus Web
Divine Innate Spells: DC 21; 5th darkness
* Venom (poison) The nightcrawler's fangs carry a potent venom. Saving Throw DC 21 Fortitude; Maximum Duration 6 rounds; Stage 1 1d6 poison and enfeebled 1 (1 round); Stage 2 1d8 poison and enfeebled 2 (1 round); Stage 3 1d12 poison and enfeebled 3 (1 round)
* Web The nightcrawler can cast a web up to 30 feet away. A creature hit by the web is immobilized and takes persistent bludgeoning damage. On its turn, the creature can attempt a DC 21 Acrobatics check to Escape, or a DC 21 Athletics check to Burst the web.
* Pounce The nightcrawler can Stride and make a Strike at the end of that movement.
* Grab The nightcrawler automatically Grabs a creature it hits with its jaws.
* Flying Grab If the nightcrawler uses Grab while flying, it doesn’t fall after Grabbing a creature until the end of its turn.
* Swarm Manipulation The nightcrawler can move through squares occupied by creatures larger than it without requiring additional movement.
=== About the Nightcrawler: ===
Nightcrawlers are horrifying hybrid creatures that prowl the darkest corners of the world. With the head and wings of a bat atop a body and legs reminiscent of a spider, they are the embodiment of nightmares. Stealthy and adept at both climbing and flying, they hunt for prey both on the ground and from the skies.
Nightcrawlers are known for their ability to create and control webs, using them both to ensnare victims and to maneuver through their environment. Their venomous fangs deliver a potent poison that weakens and incapacitates their prey. Though solitary creatures, they are drawn to areas shrouded in darkness, making them formidable opponents for those who dare to challenge them.