Large aberration, Chaotic Evil
| Armor Class | 14 (natural armor) |
|---|---|
| Hit Points | 52 (7d10 + 14) |
| Speed | 40 ft., climb 40 ft. |
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 18 (+4) | 13 (+1) | 15 (+2) | 6 (-2) | 10 (+0) | 4 (-3) |
| Saving Throws | — |
|---|---|
| Skills | Acrobatics +5, Perception +4 |
| Damage Vulnerabilities | — |
| Damage Resistances | — |
| Damage Immunities | — |
| Condition Immunities | — |
| Senses | blindsight 120 ft. (blind beyond this radius), passive Perception 14 |
| Languages | — |
| Challenge | 4 |
The chaos quadrapod has advantage on saving throws against spells and other magical effects.
The chaos quadrapod makes up to two tentacle attacks.
Melee Attack Roll: +6 to hit, reach 15 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage. If the target is a creature, it is grappled (escape DC 14). Until this grapple ends, the target is restrained. The chaos quadrapod can grapple no more than two targets at a time.
The chaos quadrapod shoots forth a knot of roiling ethereal light that explodes at a point it can see within 60 feet of it. Each creature in a 20-foot-radius sphere centered on that point must succeed on a DC 14 Charisma saving throw or be stunned until the end of its next turn.