b'Crimson Death \n'b'  Medium   aberration ,  neutral evil  \n'b'  Armor Class  18 (natural armor)  Hit Points  135 (18d8 + 54)  Speed  60 ft. (30 ft. After feeding)\n'b' STATS STR: 11 (+0) DEX:  18 (+4)  CON:  16 (+3)  INT:  17 (+3)  WIS:  16 (+3)  CHA:  16 (+3)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'     Saving Throws   Wisdom  +6  Skills   Athletics  +6,  Perception  +9,  Stealth  +10  Damage Resistances  bludgeoning, slashing and piercing from nonmagical weapons that aren\xe2\x80\x99t silvered  Senses   darkvision  60 ft., passive  Perception  19  Languages  Deep Speech (can\xe2\x80\x99t speak)  Challenge  6 (2,300 XP) \n'b' Special Traits \n'b'   Torpor . After draining a creature\xe2\x80\x99s  hit points  to zero, the crimson death, sated from its feeding, moves at half its normal speed and performs  Dexterity  ( Stealth ) checks at disadvantage (because it flushes crimson, hence the name). Attacks against the crimson death are made at advantage. These effects last for one hour. \n'b'  Actions \n'b'   Multiattack . The crimson death makes two attacks with its tentacles. \n'b'  Tentacles .  Melee Weapon Attack : +7 to hit, reach 5 ft., one target.  Hit : 11 (2d6 +4) bludgeoning damage. \n'b'  Engulf . If one or more tentacles hit a target, the crimson death may use a bonus action to move into the same space as the target. Whenever the crimson death enters a creature\xe2\x80\x99s space, the creature must make a DC 15  Dexterity  saving throw. On a successful save, the creature can choose to be pushed 5 feet or back or to the side of the crimson death. A creature that chooses not to be pushed suffers the consequences of a failed saving throw. On a failed save, the crimson death enters the creature\xe2\x80\x99s space and the creature takes 4 (1d8) bludgeoning and 4 (1d8) necrotic damage. The engulfed creature cannot breathe, is  restrained , and takes 22 (5d8) necrotic damage at the start of each of the crimson death\xe2\x80\x99s turns. When the crimson death moves, the creature moves with it. A crimson death can hold only one Large creature or up to four Medium or smaller creatures inside it at a time. An engulfed creature can try to escape by taking an action to make a DC 15  Strength  check. On a success, the creature escapes and enters an unoccupied space of its choice within 5 feet of the crimson death.'