b'Demon, Shrroth \n'b'  Family:   Demons  \n'b'  Huge   fiend ,  chaotic evil  \n'b'  Armor Class  14 (natural armor)  Hit Points  189 (14d12 + 98)  Speed  20 ft., swim 60 ft.\n'b' STATS STR: 24 (+7) DEX:  10 (+0)  CON:  24 (+7)  INT:  14 (+2)  WIS:  16 (+3)  CHA:  18 (+4)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Saving Throws   Constitution  +11  Skills   Deception  +8,  Intimidation  +8,  Perception  +7,  Persuasion  +8  Damage Resistances  cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks  Damage Immunities  poison  Condition Immunities   poisoned   Senses  truesight 100 ft., passive  Perception  17  Languages  Abyssal, Common, telepathy 100 ft.  Challenge  12 (8,400 XP) \n'b' SPECIAL TRAITS \n'b'\n'b'  Amphibious . The shrroth can breathe air and water. \n'b'  Magic Resistance . The shrroth  demon  has advantage on saving throws against spells and other magical effects. \n'b'  Innate Spellcasting . The shrroth\xe2\x80\x99s innate spellcasting ability is  Charisma  (spell save DC 16, +8 to hit with spell attacks). It can cast the following spells, requiring no material components:\n'b'\n'b'\n'b'  At will :  dispel magic ,  mirror image ,  spiritual weapon ,  teleport  (self only),  water breathing  (others only) \n'b'  2/day :  feeblemind  \n'b'  1/day :  blindness/deafness  (blindness only) \n'b'\n'b'  Jet Burst (recharge 4-6) . As a bonus action, the shrroth moves up to 80 feet through a body of water. This movement does not provoke opportunity attacks. \n'b'\n'b' ACTIONS \n'b'\n'b'  Multiattack . The shrroth makes one Trident  attack  and up to four Tentacle attacks. \n'b'  Trident .  Melee Weapon Attack : +11 to hit, reach 15 ft., one target.  Hit : 18 (2d10 + 7) piercing damage. \n'b'  Tentacle .  Melee Weapon Attack : +11 to hit, reach 15 ft., one target.  Hit : 13 (1d12 +7) bludgeoning damage and the target is  grappled  (escape DC 19) by the shrroth. The shrroth has six tentacles and can only grapple up to six creatures at a time. A creature that starts its turn  grappled  by the shrroth suffers 9 (2d8) bludgeoning damage. Each tentacle has an AC of 20, 15  hit points , and immunity to poison and psychic damage. Severing or destroying a tentacle deals no damage to the shrroth and severed tentacles regrow at a rate of one per day. \n'b'  Sickening Cloud (recharge 5-6) . The shrroth emits a cloud of grayish liquid into a body of water that fills a 40-foot cube and remains for 2d4 rounds. Any creature that begins its turn within the cloud must succeed at a DC 19  Constitution  saving throw or be  poisoned  for one minute. \n'b'\n'b' ABOUT \n'b' Swimming through the fetid backwaters of the River Styx as it flows through the bottomless sea rifts of the Abyss comes a tentacled horror known in the nightmares of marines and sailors. Shrroth sometimes pass through the thin barriers between the mortal realm and the underworld. They quickly set up shop along sea lanes where they harry sailors, sink ships for sport, and take prisoners whom they torment and torture mercilessly before devouring them body and soul. \n'b' Shrroths are 15-foot-tall demons with the lower torso of an octopus and the upper torso of a copper-skinned humanoid. Its arms end in six-fingered talons, and it wields a wicked trident. A mass of long black hair hangs from its head. Two forward-curving, blackish horns protrude under this tangle of hair. Its lower torso sports a mass of writing tentacles reaching lengths of 10 feet. Six larger tentacles stretching 20 feet surround the smaller tentacles. The creature\xe2\x80\x99s mouth is a jagged wreck of sharks teeth.'