Giant Mantis Shrimp
Large Beast, unaligned
Armor Class 14 (natural armor)
Hit Points 110 (13d10+39)
Speed swim +30, walk +15, burrow +15
Challenge 5
Skills perception +1
Senses truesight 60', passive Perception 13
Languages —
Special Abilities
Fluorescing Challenge. Advantage on Cha (Intimidation) checks while agitated as its fluorescence flashes in a disorienting array.
Actions
Multiattack. Two Sonic Claw attacks.
Sonic Claw. Melee Weapon Attack: +7 to hit, 10 ft., one target, 11 (2d6+4) piercing damage. Target is grappled (escape DC 14) if it is a Med or smaller creature and shrimp doesn't have another creature grappled. Whether or not attack hits target: DC 14 Con save or take 5 (1d10) thunder and be deafened and stunned until end of its next turn.
Bonus Actions
Water Jet. Each creature within 5 ft. of shrimp is blinded until start of its next turn (DC 14 Dex negates). The shrimp then swims up to half its swimming speed with o provoking opportunity attacks.
Source: Tome of Beasts 3 · OGL/Open