Angatra
Medium Undead, Neutral Evil
Armor Class 17 (natural armor)
Hit Points 85 (10d8 + 40)
Speed walk +50
Challenge 6
Skills Stealth +8, Perception +4
Damage Vulnerabilities False
Damage Resistances necrotic; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities poison
Condition Immunities charmed, exhaustion, frightened, poisoned
Senses darkvision 60 ft., passive Perception 14
Languages the languages it knew in life
Special Abilities
Agonizing Gaze. When a creature that can see the angatra's eyes starts its turn within 30 feet of the angatra, the angatra can force it to make a DC 13 Charisma saving throw if the angatra isn't incapacitated and can see the creature. On a failed saving throw, the creature's pain threshold lowers, and it becomes vulnerable to all damage types until the end of its next turn.
Ancestral Wrath. The angatra immediately recognizes any individual descended from its tribe. It has advantage on attack rolls against such creatures, and those creatures have disadvantage on saving throws against the angatra's traits and attacks.
Undead Nature. The angatra doesn't require air, food, drink, or sleep.
Actions
Multiattack. The angatra makes two Claw attacks.
Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 14 (2d8 + 5) piercing damage, and the creature must succeed on a DC 15 Constitution saving throw or be paralyzed by pain until the end of its next turn.
Source: Tome of Beasts 2023 · OGL/Open