Coastline Reaper
Large Monstrosity, unaligned
Armor Class 16 (natural armor)
Hit Points 144 (17d10+51)
Speed swim +40, walk +10
Challenge 9
Saving Throws con +7, dex +8
Skills perception +2
Damage Resistances cold, poison
Condition Immunities exhaustion, poisoned
Senses darkvision 60', passive Perception 12
Languages —
Special Abilities
Glowing Organs. While underwater its internal organs glow an eerie pale blue shedding dim light in a 10 ft. radius.
Hold Breath. While out of water can hold its breath for 30 min.
Water Breathing. Can breathe only underwater.
Actions
Multiattack. Two Tentacle Lashes and one Stinging Tentacle.
Tentacle Lash. Melee Weapon Attack: +8 to hit, 15 ft., one target, 14 (3d6+4) bludgeoning damage.
Stinging Tentacle. Melee Weapon Attack: +8 to hit, 15 ft., one target, 7 (1d6+4) piercing damage + 9 (2d8) poison. Target must make DC 16 Con save or be paralyzed for 1 min. A frightened creature has disadvantage on this save. Paralyzed target can re-save at end of each of its turns success ends effect on itself.
Frightening Visage (Recharge 5-6). If underwater it flares the light from its organs making skull-like structure within more apparent. If above water the coastline reaper tightly pulls in its outer flesh causing its body to take on a fleshy skull-like appearance. Each Humanoid within 30' of it that can see it: 21 (6d6) psychic and frightened 1 min (DC 16 Wis half not frightened). Frightened creature can re-save at end of each of its turns success ends effect on itself.
Source: Tome of Beasts 3 · OGL/Open