b'Anemoberration, Greater \n'b'  Family:   Anemoberration  \n'b'  Large   aberration  (brute),  unaligned  \n'b'  Armor Class  15 (natural armor)  Hit Points  136 (13d10 + 65);  Wound Threshold  34  Speed  20 ft., swim 20 ft.\n'b' STATS STR: 20 (+5) DEX:  6 (-2)  CON:  21 (+5)  INT:  16 (+3)  WIS:  10 (+0)  CHA:  14 (+2)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Skills   Stealth * +4,  Perception  +3  Damage Vulnerabilities  radiant, thunder  Damage Resistances  bludgeoning  Damage Immunities  acid  Condition Immunities   blinded ,  deafened   Senses  blindsight 90 ft. (blind beyond this radius), passive  Perception  13  Languages  \xe2\x80\x93  Challenge  6 (2,300 XP) \n'b' SPECIAL TRAITS \n'b'\n'b'  Adaptive Camouflage . The greater anemoberration has advantage on  Dexterity  ( Stealth ) checks. \n'b'  Final Aberrant Possession . When the greater anemoberration\xe2\x80\x99s  hit points  are reduced to 0, its tentacles turn into filaments of black energy that flail in a 14-foot radius. Each creature in that area must make a DC 14  Intelligence  saving throw, taking 7 (2d6) psychic damage on a failed save. If the saving throw fails by 5 or more, the creature is also possessed. The greater anemoberration can possess up to two targets at a time. A possessed target is  incapacitated  and loses control of their body. The greater anemoberration now controls the body but doesn\xe2\x80\x99t deprive the target of awareness. The greater anemoberration cannot be targeted by any  attack , spell, or other effect, except those specifically targeting its creature type in the ability\xe2\x80\x99s description. It retains its alignment and  Intelligence ,  Wisdom , and  Charisma  ability scores. It otherwise uses the possessed target\xe2\x80\x99s statistics, but doesn\xe2\x80\x99t gain access to the target\xe2\x80\x99s knowledge, class features, or proficiencies. The possession lasts until the body drops to  0 hit points  or the greater anemoberration is forced out by the  dispel evil and good  spell or a similar effect. When the possession ends, the greater anemoberration\xe2\x80\x99s spirit reappears in an unoccupied space within 5 feet of the body as a dark tentacular cloud that immediately dissipates. \n'b'\n'b' ACTIONS \n'b'\n'b'  Multiattack . The greater anemoberration makes three tentacle attacks. If two of the attacks hit the same target of Medium  size  or smaller, the target is  grappled  (DC 16 to escape) and the greater anemoberration can use Swallow on it as a bonus action. \n'b'  Tentacles .  Melee Weapon Attack : +8 to hit, reach 10 ft., one target.  Hit : 12 (2d6 + 5) bludgeoning damage. \n'b'  Engulf . The anemoberration engulfs a Medium or smaller target it is grappling. The engulfed target is  blinded  and  restrained , and cannot breathe-it\xe2\x80\x99s suffocating. It must succeed on a DC 16  Constitution  saving throw at the start of each of the greater anemoberration\xe2\x80\x99s turns or take 14 (2d8 + 5) acid damage. If the greater anemoberration moves, the engulfed target moves with it. The greater anemoberration can have only one target engulfed at a time. \n'b'  Chimeric Cone (Recharge 5-6) . The greater anemoberration emits a 40-foot cone of entropic psychic energy that affects sight and balance. Each creature in that area must make a DC 14  Intelligence  saving throw, taking 31 (7d8) psychic damage on a failed save, or half as much damage on a successful one. On a failed save, the creature is also  poisoned  for 1 minute. A  poisoned  creature can repeat the saving throw at the end of each of its turns and end the effect on a successful save. Finally, if the initial saving throw is failed by 5 or more, the creature falls  prone . \n'b'\n'b' ABOUT \n'b' Anemoberrations, similar to sea anemones with their many tentacles, travel very slowly, whether on land or in the water. They fade into their environment, only to surprise their prey at the last second by bristling a wall of tentacles and attacking. \n'b' Greater anemoberrations serve as guardians of seemingly mundane locations that are of great importance to them. Any intruder venturing too close will be surrounded by a wall of tentacles before being attacked. The threat persists even after the final blow however, as this creature is able to possess the body of its killer in a last-ditch action.'