b'Nharyth \n'b'  Huge   aberration ,  chaotic evil  \n'b'  Armor Class  17 (natural armor)  Hit Points  168 (16d12 + 64)  Speed  0 ft., fly 40 ft. (hover)\n'b' STATS STR: 20 (+5) DEX:  15 (+2)  CON:  18 (+4)  INT:  5 (-3)  WIS:  14 (+2)  CHA:  7 (-2)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Skills   Perception  +6,  Stealth  +6  Damage Resistances  bludgeoning, psychic  Condition Immunities   blinded , deafened,  paralyzed   Senses   blindsight  120 ft. (blind beyond this radius), passive  Perception  16  Languages  understands Deep Speech but can\xe2\x80\x99t speak  Challenge  9 (5,000 XP) \n'b' Special Traits \n'b'\n'b'  Spine Trap . With 10 minutes of work, the nharyth can create a web of nearly transparent spines in a 20-foot cube. The web must be anchored between two solid masses or layered across a floor, wall, or ceiling. A web of spines layered over a flat surface has a depth of 5 feet. The web is  difficult terrain , and the spines forming it are nearly transparent, requiring a successful DC 20  Wisdom  ( Perception ) check to notice them. A creature that starts its turn in the web of spines or that enters the web during its turn must succeed on a DC 16  Dexterity  saving throw or 1d4 spines stick to it. At the start of each of its turns, the creature takes 1d4 piercing damage for each spine stuck to it. A creature, including the target, can take its action to remove 1d4 spines. If a creature starts its turn with more than 4 spines stuck to it, the creature must succeed on a DC 16  Constitution  saving throw or be  paralyzed  for 1 minute. The  paralyzed  creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The nharyth can plant up to 24 spines in a web when creating it. Once it has used 24 spines in webs, it must finish a  long rest  before it can use this trait again. \n'b'\n'b' Actions \n'b'\n'b'  Multiattack . The nharyth makes two spined slap attacks. Alternatively, it can use Spine Shot twice. \n'b'  Spined Slap .  Melee Weapon Attack : +9 to hit, reach 10 ft., one target.  Hit : 9 (1d8 + 5) bludgeoning damage plus 8 (1d6 + 5) piercing damage, and the target must succeed on a DC 16  Constitution  saving throw or be  paralyzed  until the end of its next turn. \n'b'  Spine Shot .  Ranged Weapon Attack : +6 to hit, range 30/120 ft., one target.  Hit : 12 (3d6 + 2) piercing damage, and the target must succeed on a DC 16  Constitution  saving throw or its speed is halved until the end of its next turn. If the nharyth scores a critical hit, the target doesn\xe2\x80\x99t make a saving throw and is  paralyzed  until the end of its next turn instead. \n'b'\n'b' About \n'b' A hideous mass of coiling intestines undulates, ejecting thin, transparent spears of some resinous material from its many orifices. The creature makes a wet slithering sound as it moves unsettlingly through the air. \n'b'  Foulness in Motion . The nharyth defies gravity with its every movement, as it pulls itself through the air with its mass of intestine-like appendages. The creature does not seem to possess any natural means of propulsion and can even fly through areas where there is no magic. \n'b'  Creations of Madness . Most scholars believe nharyth were created in some insane magical experiment. Others believe they are the spawn of some yet unknown horror between the stars. Whatever the case, they are clearly not part of the natural ecosystem.'