Kirikari
Huge Monstrosity, unaligned
Armor Class 16 (natural armor)
Hit Points 142 (15d12+45)
Speed swim +30, walk +30
Challenge 9
Skills stealth +11, perception +6
Damage Immunities acid, poison
Condition Immunities poisoned
Senses tremorsense 60 ft., passive Perception 16
Languages —
Special Abilities
Corrosive Mold. A creature that starts its turn grappled by the kirikari must succeed on a DC 15 Constitution saving throw or take 9 (2d8) acid damage.
Misty Veil. The kirikari emits a light fog within 30 feet of itself. The mist moves with the kirikari, lightly obscuring the area around it. If dispersed by a wind of moderate or greater speed (at least 10 miles per hour), the mist reappears at the start of the kirikari's next turn.
Unseen Attacker. On each of its turns, the kirikari can use a bonus action to take the Hide action. If the kirikari is hidden from a creature and hits it with an attack, the target takes an extra 7 (2d6) damage from the attack.
Actions
Multiattack. The kirikari makes two slam attacks.
Slam. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) bludgeoning damage plus 9 (2d8) acid damage.
Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 31 (4d12 + 5) piercing damage plus 10 (3d6) poison damage, and the target is grappled (escape DC 15). Until this grapple ends, the target is restrained, and the kirikari can't bite another target.
Blinding Veil (Recharge 5-6). The kirikari expels a cloud of intensified mist, heavily obscuring everything within 30 feet of it. The mist thins back to lightly obscuring the area at the end of the kirikari's next turn.
Source: Tome of Beasts 2 · OGL/Open