b'Wevein \n'b'  Medium   aberration ,  chaotic evil  \n'b'  Armor Class  15 (natural armor)  Hit Points  104 (16d8+32)  Speed  40 ft.\n'b' STATS STR: 16 (+3) DEX:  13 (+1)  CON:  15 (+2)  INT:  14 (+2)  WIS:  12 (+1)  CHA:  13 (+1)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Senses   darkvision  120 ft., passive  Perception  11  Languages  Common, Abyssal  Challenge  7 (2,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b'  Innate Spellcasting . The wevein\xe2\x80\x99s innate spellcasting ability is  Intelligence  (spell save DC 13, +5 to hit with spell attacks). It can innately cast the following spells, requiring no components:\n'b'\n'b'\n'b'  1/day each :  darkness ,  Insect Plague  \n'b'  2/day :  dispel  \n'b'\n'b' ACTIONS \n'b'\n'b'  Multiattack . The wevein can strike twice with its claws, once with its bite and once with its tail. It can substitute its two claw attacks for 2 whip attacks. \n'b'  Rend . If the wevein starts its turn  grappled  with an opponent, it automatically hits with its claw, bite, and tail attacks. \n'b'  Claw .  Melee Weapon Attack : +6 to hit, reach 5 ft., one target.  Hit : 7 (1d8+3) slashing damage. If the wevein hits a creature with both of its claw attacks, the target is automatically  grappled . \n'b'  Bite .  Melee Weapon Attack : +6 to hit, reach 5 ft., one target.  Hit : 5 (1d4+3) piercing damage. \n'b'  Tail .  Melee Weapon Attack : +6 to hit, reach 5 ft., one target.  Hit : 7 (1d8+3) piercing damage. In addition, the target must make a  Constitution  save (DC 14). If they fail, they take 13 (3d8) poison damage and suffer from the  poisoned  condition. If they succeed, they take half this amount of damage and are not  poisoned . A  poisoned  target can repeat the saving throw at the end of their turn, removing the condition on a successful save. \n'b'  Whip .  Melee Weapon Attack : +6 to hit, reach 15 ft., one target.  Hit : 6 (1d6+3) slashing damage. \n'b'\n'b' ABOUT \n'b' These creatures\xe2\x80\x99 appearance reflects the evil of their misspent lives. They are drawn and thin, pale humanoids. Their skin hangs from their bodies like sacks of wrinkled paper. It breaks off constantly, shedding as the aberration wanders the desolate places of the world. They have long arms, legs, fingers, and toes. Their nails are discolored, unkempt, and long; more like claws. Their heads, however, are tiny \xe2\x80\x94 small hollow cavities with bulging eyes. Where the skull should be, there is only an empty hole and the broken shards of bone protruding from the withered flesh. They have a long tail that protrudes from their backside, it is boney and serrated. \n'b'  Gleeful Destruction . Wevein are extremely evil and very violent, attacking anything they perceive to be vibrant or whole. They spend the greater part of their hollow existence fashioning barbed ropes out of their skin, lined with finger and toenails, and broken chunks of bone picked from their skulls. They use these as whips to chastise and hound their victims. In battle the wevein  attack  first with their whips, striking victims up to 12 feet away. They can use these weapons to deadly effect up close as well, however, when they close with a victim they far prefer to rend them with their claws, bite them, and stab them with the boney end of their tail. They fight until destroyed.'