b'Oublieshape \n'b'  Family:   Oublieshape  \n'b'  Medium   elemental  (cocytite),  chaotic evil  \n'b'  Armor Class  17 (natural armor)  Hit Points  66 (7d8 + 45)  Speed  5 ft., climb 30 ft., burrow 30 ft.\n'b' STATS STR: 15 (+2) DEX:  14 (+2)  CON:  20 (+5)  INT:  6 (-2)  WIS:  10 (+0)  CHA:  8 (-1)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Skills   Perception  +2,  Stealth  +4  Damage Vulnerabilities  thunder  Damage Resistances  lightning; bludgeoning, piercing, and slashing from nonmagical attacks  Damage Immunities  acid, cold, fire, necrotic, poison  Condition Immunities   exhaustion ,  frightened ,  grappled ,  paralyzed ,  petrified ,  poisoned ,  prone ,  restrained ,  unconscious   Senses   darkvision  60 ft., tremorsense 60 ft., passive  Perception  12  Proficiency Bonus  +2  Challenge  4 (1,100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b'  Earth Glide . The oublieshape can burrow through nonmagical, unworked earth and stone. While doing so, the oublieshape doesn\xe2\x80\x99t disturb the material it moves through. \n'b'  False Appearance . While the oublieshape remains motionless, it is indistinguishable from a humanoid-shaped hole in the ground. \n'b'  Oubliette (1/Day) . When the oublieshape detects any living humanoids nearby, it can use its  reaction  to call to them in a radius of 60 feet. Any humanoid within the area must succeed on a DC 10  Wisdom  saving throw or be forced to use all its movement on its turns to get as close to the oublieshape as possible. An affected target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Creatures that are immune to charm are immune to this effect. \n'b'  Siege Monster . The oublieshape deals double damage to objects and structures. \n'b'\n'b' ACTIONS \n'b'\n'b'  Engulf .  Melee Weapon Attack : +4 to hit, reach 5 ft., one Medium or smaller creature.  Hit : The target is trapped inside the oublieshape\xe2\x80\x99s tunnel. While trapped in this way, the target is  blinded  and  restrained , has total  cover  from attacks and other effects outside the oublieshape, and it must succeed on a DC 12  Constitution  saving throw at the start of each of the oublieshape\xe2\x80\x99s turns or take 14 (4d6) bludgeoning damage. If the creature dies from this damage, it transforms into a tunnel wretch one round later. An oublieshape can engulf only one creature at a time. \n'b'\n'b' ABOUT \n'b' This humanoid-shaped hole looks like it\xe2\x80\x99s a perfect fit \xe2\x80\xa6 for YOU. Oublieshapes are living holes that appear in rocks and ice. They shape themselves into long, burrowing tunnels that seem to stretch to infinity inside whatever surface they appear on. The oublieshape takes on the appearance of the nearest living humanoid, subtly altering its shape to match its silhouette. Then it calls to them. Victims who are called to an oublieshape believe the hole is made just for them and that they must enter it. Upon entering the hole, they find they cannot move backward, only forward. Moving in the oublieshape\xe2\x80\x99s pocket dimension causes the tunnel to get subtly smaller and smaller, stretching and tearing the victim until it becomes a boneless tunnel wretch with tentacles for limbs and a floppy tube for a head. Transformed by their horrific ordeal, tunnel wretches are feral horrors that are shadows of their former selves. They lurk in tunnels and caves, grabbing any living creature and choking it to death, jealous of the life that will never again be theirs.'