Hear No Evil

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Hear No Evil

Large beast, chaotic evil

Armor Class 15
Hit Points 100
Speed 30 ft.
STR
18
(+4)
DEX
16
(+3)
CON
15
(+2)
INT
5
(-3)
WIS
15
(+2)
CHA
6
(-2)
Saving Throws Dex +6, Wis +5
Skills Perception +10, Stealth +6
Senses passive Blindsight 120ft.
Languages None
Challenge 7 (2,900 XP)

Spellcasting. The Hear No Evil is a 5-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks).

Cantrips (at will): Resistance

2nd level: Darkness

3rd level: Hunger of Hadar

Predator of Sound. Hear No Evil can detect and attack any source of noise within a 120 ft. radius. Thus, any attacks against it must make a DC 14 stealth check.

Prey. Upon being marked, Hear No Evil concentrates all actions towards attacking. Thus, Predator of Sound is disabled. For the duration of the mark, entities can attack without making DC 14 stealth check.

Sensitive Hearing. If a screecher pod is used, Hear No Evil falls prone for 2 rounds.

Actions

Phase 1: Maul. 10ft. radius, 1d10 slashing dmg (only affects marked entities)

Phase 2: Rampage. 30ft. AOE, 1d20 bludgeoning dmg only to creatures within darkness

Reactions

Pounce. Upon failed stealth check, Hear No Evil can pounce onto a marked entity within 120 ft. radius. Entity must make DC 15 strength check or fall prone.

Legendary Actions

Roar. Hear No Evil roars. Any entity caught within a 120 ft. radius must make a DC 14 stealth check or be marked.

Chomp Flurry. Hear No Evil repeatedly snaps its jaw, any entity within AOE takes 1d8 piercing dmg.