b'Fleshcrawler \n'b'  Family:   Chardun-Slain  \n'b'  Medium   undead ,  chaotic evil\n'b' STATS STR: 12 (+1) DEX:  20 (+5)  CON:  17 (+3)  INT:  10 (+0)  WIS:  13 (+1)  CHA:  8 (-1)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'     Armor Class  17 (studded leather)  Hit Points  52 (7d8 + 21)  Speed  40 ft., climb 40 ft.  Saving Throws   Dexterity  +8,  Wisdom  +4  Skills   Acrobatics  +11,  Perception  +4,  Stealth  +8  Damage Resistances  necrotic, poison; bludgeoning, piercing, and slashing from nonmagical weapons  Condition Immunities   exhaustion ,  paralyzed ,  poisoned   Senses   darkvision  60 ft., passive  Perception  13  Languages  the languages it knew in life  Challenge  5 (1,800 XP) \n'b' Special Traits \n'b'   Spider Climb . The fleshcrawler can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. It uses its hand and feet tethers (see next entry) in order to climb. \n'b'  Tethers of Sinew . The fleshcrawler has chitinous sheaths in its hands and feet that hold grisly lengths of flesh tipped with barbed spikes. Its tongue also functions as a tether. It can shoot these tethers out at a target as action (see below) and if it chooses to detach a tether it can serve as a very strong rope (50 ft. in length). The fleshcrawler can produce an unlimited amount of tethers. \n'b'  Actions \n'b'   Multiattack . The fleshcrawler attacks with two of its limb tethers (any combination of hands or feet) and then attacks with either its mouth tether or its bite. \n'b'  Limb Tether .  Ranged Weapon Attack : +8 to hit, range 25/50 ft., one target.  Hit : 8 (1d6 + 5) piercing damage. and the target must make a DC 11  Strength  saving throw or be moved 25 feet closer to the fleshcrawler. The target is  grappled  by the limb tether (escape DC 11 and the target takes 1 piercing damage from removing the barbs). Each limb tether can grapple a separate target. \n'b'  Mouth Tether .  Ranged Weapon Attack : +8 to hit, range 25/50 ft., one target.  Hit : 12 (2d6 + 5) piercing damage, and the target must make a DC 13  Constitution  saving throw or become  paralyzed . A  paralyzed  creature can repeat the saving throw at the end of its turn, ending the effect on a success. \n'b'  Bite .  Melee Weapon Attack : +8 to hit, reach 5 ft., one target.  Hit : 14 (2d8 + 5) piercing damage, and the target must make a DC 13  Constitution  saving throw or become  paralyzed . A  paralyzed  creature can repeat the saving throw at the end of its turn, ending the effect on a success. \n'b'  Tactics \n'b' Fleshcrawlers use their tethers of sinews much as spiders use strands of silk, and they strategize well in three dimensions. They may hang from their foot tethers above doorways and attack their prey from above, or they may use them to climb walls, pull down a wall on opponents, or disarm an opponent. Fleshcrawlers like to prepare ambushes for their chosen prey. When hunting in a group, fleshcrawlers use pack tactics and work together like a well-oiled machine. Some have even been known to carry others on their backs, allowing the carried fleshcrawler to make five tether attacks. \n'b' Description \n'b'  Demon-born . Fleshcrawlers were once wicked humans who made dark bargains and ultimately were taken to where demon lords made them undead and gave them dark gifts. They are sent back to the as snatchers, bounty hunters, or retrievers for the demons. \n'b' This creature is a humanoid with black veins showing through unwholesomely dead-white flesh. Its skin is wrapped tightly over its musculature and when it grins it shows a mouth-full of teeth and a curiously coiled tongue. It wears black leather armor and sports an array of ritualistic scars, brands and piercings.'