b'Gymnophobia \n'b'  Large   aberration ,  chaotic evil  \n'b'  Armor Class  18 (corpse outfit)  Hit Points  152 (16d10 + 64)  Speed  25 ft.\n'b' STATS STR: 20 (+5) DEX:  14 (+2)  CON:  18 (+4)  INT:  15 (+2)  WIS:  17 (+3)  CHA:  11 (+0)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Skills   Deception  +4,  Stealth  +6  Damage Vulnerabilities  slashing  Condition Immunities   blinded ,  deafened   Senses   darkvision  60 ft., passive  Perception  13  Languages  Deep Speech  Challenge  9 (5,000 XP)  Proficiency Bonus  +4 \n'b' SPECIAL TRAITS \n'b'\n'b'  Corpse Outfit . The gymnophobia wears a patchwork outfit made of various corpses. If the gymnophobia is reduced to less than 76  hit points , or immediately upon being damaged by a critical hit, the corpse outfit breaks. While the corpse outfit is broken, the gymnophobia\xe2\x80\x99s Armor Class is reduced to 14 and the gymnophobia is  frightened  of every creature that is able to observe it. \n'b'  Multiple Heads . The gymnophobia has advantage on  Wisdom  ( Perception ) checks and on saving throws against being  charmed ,  stunned , and knocked  unconscious . \n'b'\n'b' ACTIONS \n'b'\n'b'  Multiattack . The gymnophobia can use Patch Outfit. It then makes three attacks: one with its bite and two with its tentacles. \n'b'  Bite .  Melee Weapon Attack : +9 to hit, reach 15 ft., one creature.  Hit : 21 (3d10 + 5) piercing damage, and the target is  grappled  (escape DC 15). Until this grapple ends, the target is  restrained . \n'b'  Tentacle .  Melee Weapon Attack : +9 to hit, reach 10 ft., one target.  Hit : 14 (2d8 + 5) bludgeoning damage. \n'b'  Constrict . Each creature  grappled  by the gymnophobia must make a DC 17  Constitution  saving throw, taking 21 (6d6) bludgeoning damage on a failed save, or half as much damage on a successful one. \n'b'  Patch Outfit . If the gymnophobia is within 5 feet of the corpse of a Small or larger creature that died within the last hour, the gymnophobia tears off pieces of the corpse to patch its corpse outfit. The gymnophobia regains 21 (6d6)  hit points . If the gymnophobia\xe2\x80\x99s  hit points  are increased to 76 or more, its Corpse Outfit is repaired, increasing its Armor Class to 18 and removing the  frightened  condition. The gymnophobia can tear pieces from a Small corpse once, a Medium corpse twice, and a Large or larger corpse three times. \n'b'\n'b' REACTIONS \n'b'\n'b'  Meat Shield . If the gymnophobia is grappling a creature, it can add 3 to its AC against one  attack  that would hit it. The attack must be made by a creature the gymnophobia can see. If the increase to AC causes the attack to miss, the attack instead hits a creature  grappled  by the gymnophobia. \n'b'\n'b' ABOUT \n'b' Gymnophobia is a cheeky nickname given to these strange aberrations, which appear to be roiling masses of dozens of gymnophiona-long, legless amphibians-conjoined to a single heart-like organ. This organ produces a blood-like substance that gives its constituent critters sentience and enables them to wear and preserve human corpses for weeks. Gymnophobias have a crippling fear of having their true forms seen by other creatures, and so they wear their macabre disguises to blend in with society. Of course, an outfit made from a bloated, hardened corpse does little to dispel most people\xe2\x80\x99s concerns at the sight of these shambling horrors. \n'b' While a gymnophobia\xe2\x80\x99s dozens of tendrils share a single mind controlled by the being\xe2\x80\x99s heart-like organ, each individual amphibian head has its own personality. If severed, a gymnophobia\xe2\x80\x99s head will grow back, but with a new personality. In this way, a gymnophobia self-polices, with the more violent or belligerent heads nipping off their weaker brethren. The only thing all heads seem to agree on is the need to hide and protect their monstrous heart.'